Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Wings3D & .Bend Clamped.

Bill Schmo
Registered User
Join date: 16 Aug 2006
Posts: 53
05-23-2009 21:28
Ok, I am having a hard time with Wings3D right now and I hope someone can point me in the right direction, or tell me it isnt possible. For the sake of an example I'm tryin to bend a 32/32 cylinder into a coat hanger.. For some reason (either I havent picked somehting right or it just cant be done) every way I try the bend clamped I end up having to rotate & move (part after the bend) just to line it up... theres got to be a better way.. Right? WTH am I doing wrong here? lol

http://pic80.picturetrail.com/VOL826/4336175/22017449/365159675.jpg

The first half of the pic is what happens when I clamp bend (before rotating and moving)
The second pic is what im trying to do (without all the rotating and moving)

Thanx in advance
Omei Turnbull
Registered User
Join date: 19 Jun 2005
Posts: 577
05-24-2009 14:28
You seem to have picked one or more inappropriate control points, but just looking at the results, I can't tell which. If you write down what you did for each control point (or include a screen capture after each selection), I can probably identify where you are going wrong.
Bill Schmo
Registered User
Join date: 16 Aug 2006
Posts: 53
05-25-2009 12:29
well i got it working.. I was way off with my control points.. but now im wondering why my model looks great in Wings (smooth) but in SL its jagged & dimpled.. with the sculpty exporter for wings what settings would be best? When i chk the allow rescale the sculpt looks much better but it seems as though my bounding box is a lil wonkey.. fits tight up and down, but the front to back & side to side seem way out. Doesnt the rescale resize my model to like a 1 sqCube then create the texture?
Bill Schmo
Registered User
Join date: 16 Aug 2006
Posts: 53
05-25-2009 16:01
ok heres some example shots..

Sculpt A is just a 32/32 cyl with the ends flattened
Sculpt B is the same execpt it has been cut 4 times and parts rotated to make a #4 shape.

http://pic80.picturetrail.com/VOL826/4336175/22076624/365327963.jpg

Why does B do this and A doesnt? I didnt mess with any verts up the sides, only rows across..
Omei Turnbull
Registered User
Join date: 19 Jun 2005
Posts: 577
05-26-2009 10:10
Bill, you're running up against the fact that each dimension of a sculpty is encoded in only 8 bits. This means there are only 256 equally spaced coordinate values available for approximating your shape. For cylinder A, the 256 coordinates only have to span the width of the cylinder, so the approximation looks good. But for B, the 256 coordinates have to cover the width of the entire figure, so relatively few distinct values are available for approximating the part that you show in the snapshot.

Whiile sculpties open up a lot of possibilities that aren't available with traditional prims, they have severe limitations as a general purpose modeling representation. In this case, you might consider giving the members of your 4 a rectangular, instead of round, cross section.
Bill Schmo
Registered User
Join date: 16 Aug 2006
Posts: 53
05-26-2009 16:03
it figures.. i get wings working the way i want it to and then it wont do what i want it too, lol.. anyone else feel like their SL is alot like their first?

thx Omei, you been a very very big help, I'll try it with Sq instead of round to see how it turns out :D
Omei Turnbull
Registered User
Join date: 19 Jun 2005
Posts: 577
05-26-2009 16:49
From: Bill Schmo
it figures.. i get wings working the way i want it to and then it wont do what i want it too, lol.. anyone else feel like their SL is alot like their first?
Yeah, most building in SL requires lots of compromises between what you really want and what is possible.

From: someone
thx Omei, you been a very very big help, I'll try it with Sq instead of round to see how it turns out :D
Another thing you could do, if you don't want the squared off look, is to un-check the rescale option when exporting. This will result in the same granularity for all coordinates. You still won't get a smooth circlular cross section, but the convex polygon you get will look more natural than what you get when the granularities on the two dimensions are very different.

Good luck!