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sculpy map not working. |
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SirFency Blackheart
Registered User
Join date: 6 Jan 2009
Posts: 81
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05-14-2009 05:35
OK, I have been working on a sculpy tutorial located here http://www.qarl.com/qLab/?p=49 and here http://wiki.secondlife.com/wiki/Advanced_Sculptie_Exporter_From_Maya neither one of these are telling me how they went about modeling the ant. I know full well how to model but I'm not sure if there are rules I have to follow. I build my own sculpy to form some 3d text. Each piece is made out of a nurbs sphere. After it was build I made sure that my pivots were centered to the world and that my transforms were frozen and my history was deleted. I have tried every option as far as the script offers and each time when I get into SL the shapes don't even come close to the shapes I have in may. Any ideas as to what I'm doing wrong?
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SirFency Blackheart
Registered User
Join date: 6 Jan 2009
Posts: 81
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05-14-2009 06:50
It wont let my upload a photo to show an example but I think I have narrowed the problem to Maya not baking out the displacement map properly and I don't know how to fix that because this is all based of other peoples scripts.
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SirFency Blackheart
Registered User
Join date: 6 Jan 2009
Posts: 81
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05-14-2009 07:22
Well I'm not sure but I think it may be a version of Maya issue. I'm using Maya 2008 I cant find any documentation on this being a problem but its not working. This is really frustrating because it costs money every time I upload an image.
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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05-14-2009 09:23
Whatever's going on, I can tell you it's not a version issue. I use Maya 2008, myself.
Since you're having trouble posting images here, how about uploading to a third party site like imageshack.us or picoodle.com? Then just post a link here. Also, if it helps, here's my standard basic instruction list for exporting sculpties from Maya: NOTE: Steps 1-4 here are the setup steps for Maya itself. You only have to do them the first time. After that, the actual sculpty export begins on Step 5. So do 1-4 now, and then every time you export a sculpty hereafter, you can skip 1-4 and star directly on Step 5. Just don't skip them the first time, or it won't work. 1. Find the sculpty exporter script at http://wiki.secondlife.com/w/index.php?action=raw&ctype=text/javascript&dontcountme=s&title=LlSculpt_mel/sculpt.mel. Copy the text of the script from your browser window to a text file. Save the file as llSculpt.mel. 2. In Maya, open the Script Editor. You'll find the button for it all the way at the lower right hand corner of the screen. It looks like 3 stacked rectangles, a black one on top of two gray ones. Click the button, and the script editor will open. 3. In the Script Editor window, go File -> Open, navigate to wherever you saved llSculpt.mel, and open it. You can now either run the script directly from the editor, or save it as a button on the shelf, and run it from there. I'd suggest the latter. Step 4 explains how. 4. On the main menu bar (not the script editor's menu bar, the one at the top of the main Maya window), go Window -> Settings/Preferences -> Shelf Editor. The Shelf Editor dialog will open. Click on the Shelves tab at the top of the Shelf Editor dialog, and then click the New Shelf button near the bottom. In the Name field below, name your new shelf Second Life and press Enter. Then click on Save All Shelves, and close the Shelf Editor. You should now see a new shelf tab near the top of your Main Maya window called Second Life. Click on that tab now. You'll see it has no buttons yet. We're about to add one. Go back to the Script Editor. In the Mel pane, se|ect all the text from llSculpt.mel by pressing ctrl-A. At the top of the script editor, go File -> Save Script To Shelf. In the dialog that pops up, name your new shelf item llSculpt and click OK. You'll now see that a button as appeared under your Second Life shelf tab, called llSculpt. Now, whenever you want to run the sculpty exporter script, you can just click that button. You'll never have to worry about performing steps 1-4 (unless a new version of the script becomes available, and you want to upgrade). 5. In your Maya scene, se|ect the sculpty object you want to export, and perform the following steps: Edit -> Delete by type -> History Modify -> Freeze Transformations Modify -> Reset transformations Edit -> Delete by type -> History If you don't perform these steps, your sculpty will come out messed up. Its imperative that none of your objects for export have any transformations or history records on them. Maya must believe that the state they're in now is the state they've always been in. 6. Click the llSculpt button to open the Export Sculpt Texture dialog. Click the Browse button on the dialog to choose where you want to save your sculpt map(s), and to assign a name for the file(s). Set the X & Y resolution both to 64. Check the boxes for Maximize Scale and Correct Orientation. When you're ready, hit Export. Your sculpt map(s) will now be in whatever directory you specified. 7. In SL, upload the sculpt map(s) you just exported from Maya. Make sure you have it set to upload small textures losslessly. Otherwise compression artifacting will make your sculpt prims will come out lumpy. 8. Create a cube, and then on the Object Tab, change the prim type from Cube to Sculpt. Notice most of the numeric parameter fields on the object tab disappear to be replaced by a texture picker. Use that picker to assign your sculpt map to the prim. If you did everything right, your object in SL should now look like your object in SL. A few things to note: 1. If the sculpty doesn't look right in SL, either you didn't follow the above instructions properly, or you made the source object wrong in Maya. Remember, for sculpties, the best way to work is to make every object by deforming a NURBS sphere, torus, cylinder, or plane. Arbitrary objects won't work. Everything must have perfect topology, meaning each object must be a singular contiguous surface, unfoldable into a perfect rectangle. You can deform the shape to become anything you want, but don't tear the surface, and if you're using a sphere, don't open the poles. For best results, the surface should have 16 sectons and 16 spans. 2. The default topology for sculpties is spherical, but there are some other options, accessible in SL via the pulldown menu, just below the sculpt map field in the editor. These are torus, cylinder, and plane. If you plan to use them, your source object must match. In other words, a toroidal sculpy should start out as a torus in Maya. A cylindrical sculpty should start as a cylinder in Maya. A planar sculpty should start as a plane in Maya. Again, you can deform the shape as much as you want to become anything at all, but don't make any changes to stitching or opening/closing. The topology must remain intact. In all cases, 16 sections and 16 spans is the best resolution to work with. 3. As you start making more and more complex items out of sculpties, it won't be uncommon for one project to contain many different sculpt prims. It quickly becomes time consuming to upload all the maps, and apply them one at a time to each prim, and then try to place all the prims by hand so everything lines up. There is a more advanced sculpty exporter, which will generate baked textures and a script to instruct a program how to assemble the objects in SL. You can find the advanced script and the assembly program at http://wiki.secondlife.com/wiki/Importprimscript Be aware that the script makes use of the Maya software renderer to bake the textures, which is just about the worst renderer there is. I recommend allowing it to do its thing, just to make rudimentary placeholder textures, and then replace those textures later with ones baked by a better renderer. The best renderer on the market for this type of work is Turtle. If you can't afford Turtle, Mental Ray is semi-OK. It will give you better results than the Maya software renderer, anyway. 4. Keep in mind that because the maps are generated by translating XYZ positional data to RGB color data, the precision is somewhat limited. The maps are using 8 bits per channel per pixel, which means there are only 256 possible values between zero and whatever maximum you're using, for each vertex. The larger the distance between vertices, the greater the margin for error. A sculpty in-world will almost never be an exact mathematical duplicate of the model it was sourced from. It will be a very close approximation, close enough that no one will likely notice the difference, but it won't be totally identical. _____________________
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SirFency Blackheart
Registered User
Join date: 6 Jan 2009
Posts: 81
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05-14-2009 10:19
Well I appreciate the information but I have done everything that was mentioned here and its not working. Can I email you the scene so that you can look at it and tell me whats going wrong?
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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05-14-2009 10:56
I'm not comfortable sharing my E-mail address on a forum, but if you want to upload the scene to a file sharing site, and post the link, I'll take a look.
Or you could just save it to .ma, and post the text here. _____________________
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SirFency Blackheart
Registered User
Join date: 6 Jan 2009
Posts: 81
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05-14-2009 11:09
Ok here is the file. Good luck cause I'm at a total loss.
http://www.yousendit.com/download/dVlwanZpSWVWRDlMWEE9PQ |
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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05-14-2009 13:04
All fixed.
![]() ![]() Apparently, the exporter treats centimeters in Maya as meters in SL. I was unaware of that, since centimeters are what I normally use anyway. I simply never tried it with any other units. I never really gave it much thought, but had always just assumed that the exporter would treat Maya units as SL meters, in accordance with whatever you'd defined as a unit in your Maya preferences settings. But evidently, the centimeter is the exporter's unit of choice, and that's that. Here's how I figured it out. The first thing I noticed was that sculpt maps exported from your scene were mostly white. This said to me that the exporter must be interpreting the objects as absolutely HUGE, way bigger than the 10x10x10 sphere they each need to be able to fit inside of. So then I took a look at the unit size you were using, and saw that it was meters. I changed it to centimeters, so it would be the same as mine, and then I shrunk your objects down to more reasonable size in relation to the new grid, about 1 cubic cm per letter. After deleting history and transformations, the maps exported with the kind of rainbow coloring (no blacks and no whites) that they're supposed to have. A quick upload with ImportPrimscript confirmed that everything was fine. I'm actually really glad you posted this issue. As I said, I'd had no idea that measuring in centimeters was mandatory. I'll be adding that to my basic instruction list from now on. I think it will go a long way toward helping people who, just like you, have reported that they've followed all the instructions but it just won't work for them. _____________________
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SirFency Blackheart
Registered User
Join date: 6 Jan 2009
Posts: 81
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05-14-2009 14:01
Happy is the day! Thanks so much, this has had me perplexed for quite a while.
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koala Loon
Registered User
![]() Join date: 15 Jun 2007
Posts: 7
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still not work,help
05-15-2009 20:46
hello,Chosen Few,can you help me too,i still have the problem,after i upload, it's a still a mess not like what i make in maya,not smooth
![]() i think the topology is right...and i do did all the steps. |
Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
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05-15-2009 21:20
hello,Chosen Few,can you help me too,i still have the problem,after i upload, it's a still a mess not like what i make in maya,not smooth ![]() i think the topology is right...and i do did all the steps. I can't help with Maya specifically, but one thing I always say to people who have this problem... Did you upload using the 'Lossless' checkbox in the upload window? If not, your sculpt will look very much inaccurate (More inaccurate the more complex the sculpt, really), and many people don't think to check this, or don't know about it. _____________________
Tutorials for Sculpties using Blender!
Http://www.youtube.com/user/BlenderSL |
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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05-15-2009 22:57
My guess is Ceera is probably right. If you're using the viewer to do your uploading, make sure you're using the lossless compression option. Otherwise your sculpties will look lumpy.
If you're using ImportPrimscript, then the compression will be lossless automatically. ImportPrimscript does not have a non-lossless option. If you're certain your map images are lossless, and you're certain you've followed all the steps exactly, then I can only think of two other possibilities. One would be maybe your source geometry isn't sculpty compatible. The other would be maybe your objects are simply too big. Remember, all objects must be unfoldable into a perfect rectangle, and no two vertices can be more than 10 cm apart. If none of that turns out to be the issue, then I'm stumped for now. How about posting some screenshots? _____________________
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koala Loon
Registered User
![]() Join date: 15 Jun 2007
Posts: 7
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05-16-2009 15:37
here it is,the maya file and the sanpshot after upload to SL...
![]() please check for me, thanks you guys |
Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
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05-16-2009 16:00
My guess is Ceera is probably right. Hmm. This is not the first time in the past few days that someone has used another resident's name in reference to one of my posts (At least, I believe in reference to my post). Is it just an accident, or is my name actually showing as other people(Or, am I completely mistaken?)? If the latter, this is definitely odd. o_o _____________________
Tutorials for Sculpties using Blender!
Http://www.youtube.com/user/BlenderSL |
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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05-16-2009 16:06
Koala, you didn't follow hardly any of the instructions, so of course it's not working. Here are the problems I can spot, after examining your scene for all of 30 seconds:
1. Your surface was lofted (from circles, by the look of it). That's not really a good way to work for sculpties. Unless you really know what you're doing, there's a huge margin for error with lofts. It's too easy to get the surface direction wrong, or to make other mistakes. It's always better to work by deforming a primitive than by lofting. You could make that same shape by deforming a sphere, in seconds, and it would work much better. 2. You've got way too many sections and spans. For a shape as simple as the one you made, that's not necessarily a problem, but it CAN be. For best results, stick with 16x16 or less. 32x20 is not a good idea. 3. You didn't freeze and reset transformations. Your object has translation, rotation, and scale nodes on it that shouldn't be there. 4. Your poles aren't closed. Your surface is actually a cylinder, not a sphere. You've got the top and bottom of the cylinder so small that using cylindrical stitching in SL won't likely create an accurate reproduction, but since they're unclosed, spherical stitching definitely won' be accurate either. 5. You've got a soft modification handle in the scene. It doesn't seem to be attached to anything, but its presence suggests the scene was sloppily put together. There's no reason for it to be there. 6. Just a general note, your object is almost 9 cm long, which will of course translate to almost 9 meters in SL. It looks to be the sole of a shoe. Are you really trying to create a 9-meter shoe? Shrink that sucker down. With the exception of number 5, all of this was covered in the basic instructions I posted here and elsewhere on the forum. Since you chose to respond to this thread, it would have been nice if you had actually read what was in it. Had you done that, you would have saved both of us time, and yourself a lot of aggravation. Please read the instructions, and follow them. Good luck. _____________________
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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05-16-2009 16:12
Hmm. This is not the first time in the past few days that someone has used another resident's name in reference to one of my posts (At least, I believe in reference to my post). Is it just an accident, or is my name actually showing as other people(Or, am I completely mistaken?)? If the latter, this is definitely odd. o_o D'Oh! Sorry, Keira! You and Ceera both post a lot, and your names rhyme. No, I definitely see your name showing up properly. It was just a mental cross wiring on my part. By the way, since I've got you, I've been meaning to ask, weren't you diving into Maya a few months back? I see you posting a lot on Blender these days, and hardly at all on Maya. Did you give Maya up? _____________________
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Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
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05-16-2009 16:42
D'Oh! Sorry, Keira! You and Ceera both post a lot, and your names rhyme. No, I definitely see your name showing up properly. It was just a mental cross wiring on my part. By the way, since I've got you, I've been meaning to ask, weren't you diving into Maya a few months back? I see you posting a lot on Blender these days, and hardly at all on Maya. Did you give Maya up? Kay, just making sure ^-^ Your error was closer than the other, but I figured I should at least make sure. As for Maya.... I kinda gave up. I actually didn't own it, but had use of it through a friend who does, for a while. I certainly liked Maya, and considered buying it for myself, but before making that monetary sacrifice, I decided to really check out my (More wallet friendly) options, and really dove headfirst into Blender (I'd dabbled a little before). After a bit of use, I came to like Blender more, as it's more keyboard-reliant, and well... I just plain like it better, in a few ways. So, I stuck with Blender, and have been using it quite a lot, and decided against springing for Maya. When questions for Maya pop up, I honestly can't even remember the basics of sculpty creation any more @_@ So, I help out as much as I can with Blender =D _____________________
Tutorials for Sculpties using Blender!
Http://www.youtube.com/user/BlenderSL |
koala Loon
Registered User
![]() Join date: 15 Jun 2007
Posts: 7
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05-17-2009 01:44
sorry and thanks ,chosen,
i did scal it small and freeze and reset transformations before i upload,and use less spans,but i forget to save it to the screen i upload here. sorry ![]() it still not work.i think you are right,the loft is not good for sclupties. 1.about soft modification.i don't know how to off the soft modification.i know it sounds stupid, i am still a student...learning...so i made a lot of mistake ![]() 2.i know it's a cylinder,and have poles, but i think SL can fill the hole after i upload.and it is, no hole,after upload. 3. I also tried to deforming a sphere, use lattice, but after i upload ,it comes out the shape of the lattice,but not the shape of the sphere after deform...it's odd, don't know if anyone alse have this problem,but it did happen to me. thanks you guys again,i will read more before i ask . |
SirFency Blackheart
Registered User
Join date: 6 Jan 2009
Posts: 81
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05-19-2009 07:58
My suggestion would be to use a nurbs sphere to model each piece with. you don't need to use a lattice. There a hundreds of tutorials for modeling in Maya with a nurbs sphere. Good luck.
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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05-19-2009 08:23
1.about soft modification.i don't know how to off the soft modification.i know it sounds stupid, i am still a student...learning...so i made a lot of mistake ![]() No worries. I might suggest you hold off a little while longer on sculpties, though. Finish learning the basics of Maya first. Sculpties are kind of an oddball. Learning Maya as a whole will help you make sculpties, but making sculpties won't necessarily help you learn Maya. It might even hinder you. As I so often say, it's not a good idea to put the cart before the horse. As for the soft mod handle, my guess is you probably hit the tool by mistake. If you go into the hypergraph, you'll see the soft mod node sitting right next to your object node. Just go ahead and delete it. 2.i know it's a cylinder,and have poles, but i think SL can fill the hole after i upload.and it is, no hole,after upload. Yes, SL will fill the hole if you use spherical stitching. But by doing that, you're creating topology that is significantly different than that of your source model. That can play havoc with your texturing. If you want the poles closed in SL, close them in Maya first. Keep the topology a direct match. 3. I also tried to deforming a sphere, use lattice, but after i upload ,it comes out the shape of the lattice,but not the shape of the sphere after deform...it's odd, don't know if anyone alse have this problem,but it did happen to me. If the sculpty came out the shape of the lattice, the most likely reason is you forgot to delete history before you uploaded. When you delete the history, the lattice will disappear, so there's no way it could interfere with the surface sampling. In any case, as SirFency said, you don't necessarily need to use a lattice, or any other deformer, to deform a sphere. They're optional, and should only be used for the tasks they're good at, just like any other tool. No amount of tinkering with a lattice will easily turn a sphere into a cuboid, for example. For that, you need to move move the vertices around by hand first, and then you could apply a lattice or another deformer, if circumstances call for it. I'd recommend you make youreself a collection of "sculpt shapes", and keep them handy to use as starting points for everything else you plan to make. Here's an example I've posted before some of the ones I use, along with an explanation of how they were made: In most cases, the shape to start with is a sphere. NURBS spheres work better for sculpties in Maya than polygonal spheres, since they don't require UV mapping, and since the exporter scripts are optimized for dealing with NURBS surfaces. 16 sections and 16 spans is usually the best way to go. You can deform the sphere into any shape you want; just don't tear the surface or break the poles. Alternatively, you can start with a plane, a cylinder (sans end caps), or a torus, to make other kinds of shapes. Just be sure to set the stitching type accordingly in SL, to match that of your Maya source model. Most of the time, you'll find that spherical topology is the way to go. In case you need a little help getting started, here's a screenshot from Maya, showing some stages of evolution of a NURBS sphere into a cylinder and then into a cuboid. ![]() Note that each object is topologically just a sphere. But by moving and scaling rows of vertices, you can deform that sphere into all kinds of shapes. The sphere becomes a pill shape when its three latitudinal hulls above and below the equator are scaled to be the same size as the equator. The more hulls you scale to that size, the more cylindrical the sphere becomes. The cylinder in the middle has had all but two of its latitudinal hulls scaled the same size. The very top and bottom ones are just a hair smaller to give some definition to the top and bottom corners. and they've been snapped into vertical alignment with the poles, to ensure that the top and bottom of the cylinder are flat. From there, the rounded cube is made simply by grabbing vertical columns of vertices, and snapping them to the grid. The sharper cube on the right is made by moving side columns closer to the corners. Each corner is comprised of three columns, and in each instance, the closer the columns are to each other, the sharper the corner will be. As you're probably starting to see, for a large percentage of sculpties, spheres are all you need. It's not hard to imagine how easy it would be to turn the cube into a pyramid, the pill into an hourglass, the cylinder into a serpentine pipe, etc. For most whatever you need (including shoes), the sphere is your friend. So you know, never try to start with a NURBS cube. Those don't actually exist. They're just six planes in a group, not actually a singular surface. For that shoe sole, start by making a shape similar to that cylindroid in the middle. Then Simply move columns of vertices around to form the correct perimeter shape. That second part should only take a few seconds. _____________________
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