Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Blender Multi-Part Export Help

Keira Wells
Blender Sculptor
Join date: 16 Mar 2008
Posts: 2,371
04-10-2009 11:59
Hiyo!

So, I'm going to be embarking on a bit of a project shortly, that will be heavily primmed and sculpted. I know how to make them, and so on, and know exactly how I'm going to be building it within Blender, but I've not yet used the multi-part exporting with script enough to know how to do so properly, and its limits.

After a short bit of playing around, I found out that I select all objects I want to export and go to scripts > Export > Second Life LSL, and this will allow me to export sculpt maps and scripts to a directory.

I've tried it out, and tried a few things, including joining them to one object, and parenting, but I've not been able to manage an export that includes location at all, just size and rotation. This is certainly better than nothing, but is there any way to export the sculpt maps and create a script that includes location information for the parts?

If so, how can I do this?

Thanks for any help!
_____________________
Tutorials for Sculpties using Blender!
Http://www.youtube.com/user/BlenderSL
Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
04-10-2009 12:30
I tried on it myself recently. I found 3 problems:

1.) The rejoining in SL seems broken. For some reason the parts get the correct scaling, but the wrong position. Someone has reported, that he/she was able to solve this. though...

2.) The whole thing works by reducing the individual resolution of the sculptie-parts. I do not like this at all, because i think sculpties are allready so weak, that additional reduction of resolution does not add to quality (in general, there might be cases, especially geometrical/architectonial cases where this method still works great).

3.) The way how the LSL-Scripts have to be applied in world is a bit user unfriendly.Ok, it works and it is better than nothing, but it could be done better. Recently the author has posted something new here:

/8/60/203571/27.html#post2364009

it is worth a try...

I myself am going to investigate here too, because i need a "high resolution" version for my own work. So maybe i can come up with something, but this is no promise!!!
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
04-10-2009 14:28
Hi Gaia, a lot of the work for a comprehensive multiprim export has already been done in export_lsl.py

Checkout MAIN_LSL and LINK_LSL as these are templates for how the next generation exporter will work. All that's left to do is to add code to run through the scene and using blender's object parenting as the linksets, build the appropriate strings to complete the LSL code. I think it was TEXTURES and BUILDER that need feeding to the MAIN_LSL and BUILDER is just a LINK_LSL for each prim..

Can't remember how far I got but I remember hand cranking a test lsl script, so most of the hard work is probably already there.
Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
04-10-2009 14:37
Ah, Domino, that is good to know.

So Chances are better, that i can do something ;-)
Then let me see, if i can get through this during the easter holidays.
If you are available for questions, that would be really great help ...