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OBJ->SL Sculpted prim importer

Dzonatas Sol
Visual Learner
Join date: 16 Oct 2006
Posts: 507
06-01-2007 18:58
Work in progress... :D
Infiniview Merit
The 100 Trillionth Cell
Join date: 27 Apr 2006
Posts: 845
06-01-2007 19:21
Hey nice work this looks pretty sleek. I am not completely clear what it is, is it like a
universal obj. based exporter?
Dzonatas Sol
Visual Learner
Join date: 16 Oct 2006
Posts: 507
06-01-2007 19:31
Instead of going through the process to create sculpt map exports from any number of 3D studios and modelers, you can just export the OBJ file from the modeler. OBJ file is very common and many modelers support it. That lets you use your favorite 3D modeler and not have to worry about making the sculpt map image inbetween.

Just Click on File->Upload Image... select OBJ file... done
2k Suisei
Registered User
Join date: 9 Nov 2006
Posts: 2,150
06-01-2007 19:47
We definitely need more of these. I've written one myself, but it's far too flakey to release into the wild. I'd be flooded with questions for the rest of my life! :)

Mine maps the vertices directly. I know some people have chosen a more generalized and sophisticated route for mapping. But I really need as much control as possible.

How is yours gonna work, Dzonatas?.

...and let me know if you get stuck with anything. I'm a totally crap programmer. But through persistence and patience alone, I managed to get over the hurdles. Although I did cheat on some of the hurdles by just walking around them. ;)
2k Suisei
Registered User
Join date: 9 Nov 2006
Posts: 2,150
06-01-2007 19:49
From: Dzonatas Sol

Just Click on File->Upload Image... select OBJ file... done



Oooh! You mean you've actually added it to the SL client?
Dzonatas Sol
Visual Learner
Join date: 16 Oct 2006
Posts: 507
06-01-2007 19:52
From: 2k Suisei
Oooh! You mean you've actually added it to the SL client?


Quite indeed! :cool:
2k Suisei
Registered User
Join date: 9 Nov 2006
Posts: 2,150
06-01-2007 20:03
From: Dzonatas Sol
Quite indeed! :cool:


Awesome!

I did wonder if LL would end up doing this. It does seem the smartest way. I seriously doubt that an in-world sculpty editor would be able to give us all the features we need, like symmetry and masking etc.

I just hope LL thinks the same and adds your importer to the official client!.
Sylvia Trilling
Flying Tribe
Join date: 2 Oct 2006
Posts: 1,117
06-01-2007 20:28
Sheesh. Why didn't Linden Labs just do it this way in the first place. Duh!
Thunderclap Morgridge
The sound heard by all
Join date: 30 Sep 2006
Posts: 517
06-02-2007 00:54
From: 2k Suisei
We definitely need more of these. I've written one myself, but it's far too flakey to release into the wild. I'd be flooded with questions for the rest of my life! :)

Mine maps the vertices directly. I know some people have chosen a more generalized and sophisticated route for mapping. But I really need as much control as possible.

How is yours gonna work, Dzonatas?.

...and let me know if you get stuck with anything. I'm a totally crap programmer. But through persistence and patience alone, I managed to get over the hurdles. Although I did cheat on some of the hurdles by just walking around them. ;)


Hey, I would love to have a copy and I promise I won't bother about it either. Because some of my old designs need a program that can map verticies directly. So email to thunderclap@ gmail.com
and thanks.
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Fiona Branagh
... or her equivalent.
Join date: 1 Feb 2007
Posts: 156
06-02-2007 09:45
As irritated as NURBs make me, I'd rather work with OBJ. Let us know when it's available, and good work!
Dzonatas Sol
Visual Learner
Join date: 16 Oct 2006
Posts: 507
06-02-2007 09:49
From: 2k Suisei

I just hope LL thinks the same and adds your importer to the official client!.


Woot!

Every bit helps. Thank you. I'll see if I can knudge knudge... =)
Krimson Gray
Registered User
Join date: 5 Dec 2006
Posts: 40
06-02-2007 12:28
I'd be quite interested in seeing how this works. Right now I use Cindy Crabgrass' obj2sculpt program which works, but I still need to select the regions of the sculpt map that aren't noise and solidify them in Photoshop. It works, but its an extra step I could do without. I look forward to hearing more.
Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
06-03-2007 16:11
From: Sylvia Trilling
Sheesh. Why didn't Linden Labs just do it this way in the first place. Duh!


The only reason I can think LL has not done this. Is to cut done on Bug reports. hehe. I mean people will be selecting any only OBJ file hitting up load. then is looks like garbage then bug reporting that is it broken. One less system for them to keep working.
010000100111001001100001011011 Omlet
Game Art and Design Stud.
Join date: 20 Feb 2006
Posts: 10
06-04-2007 18:09
From: Dzonatas Sol
Quite indeed! :cool:


Wait, so no need to install anything? Or do we have to use First look? Sorry, I'm just confused on how you added it to the client. :/
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Mace Maverick
Registered User
Join date: 20 May 2007
Posts: 6
06-05-2007 07:31
From: Krimson Gray
I'd be quite interested in seeing how this works. Right now I use Cindy Crabgrass' obj2sculpt program which works, but I still need to select the regions of the sculpt map that aren't noise and solidify them in Photoshop. It works, but its an extra step I could do without. I look forward to hearing more.


The regions that arent noise?
i admit i having a problem getting the obj2sculpt to work and this may be it.

My process is:

Model
export model as obj
drop obj onto obj2sculpt

preview. . .and WHAM it never works right.

So there is either an issue at the modeling stage or at the Photoshop resizing stage as i have never heard/read to solidify regions of noise. . .

can someone point me the right direction?
Krimson Gray
Registered User
Join date: 5 Dec 2006
Posts: 40
06-05-2007 22:07
Mace, what you need to do is open the sculpt texture in Photoshop and then you will notice that its speckled with noise that looks like inverted Ls. Use the select tool to select all that noise (RGB select), then invert it so the coloured parts are selected. Copy that selection, then paste it as a new layer. You then want to use the free plugin Solidify by Flaming Pear. Once you have a nice texture with no holes your last step before saving is to flip it horizontally. If you do not flip the image your sculpty will be inside out. You may now import your texture.
Dzonatas Sol
Visual Learner
Join date: 16 Oct 2006
Posts: 507
06-07-2007 07:38
Here is were you can vote for the feature to import OBJ models directly into Second life

OBJ importer: https://jira.secondlife.com/browse/VWR-1110


Also check out:

3DM importer: https://jira.secondlife.com/browse/VWR-858

and:

3DS importer: https://jira.secondlife.com/browse/VWR-1111
Krimson Gray
Registered User
Join date: 5 Dec 2006
Posts: 40
06-07-2007 13:35
Voted
Dzonatas Sol
Visual Learner
Join date: 16 Oct 2006
Posts: 507
06-12-2007 18:46
Only seven votes right now, it needs more. =)

I posted the source:

https://jira.secondlife.com/browse/VWR-1110

If I get some more votes on it, I'll put up a link where you can download an executable.
Dzonatas Sol
Visual Learner
Join date: 16 Oct 2006
Posts: 507
06-14-2007 08:24
Woot! This gained like 6 votes since yesterday! Everybody tell your friends because I'm going to go ahead and set aside some of my other projects to personally work on this!

Tell your friends to vote!!! ;)

https://jira.secondlife.com/browse/VWR-1110
Dzonatas Sol
Visual Learner
Join date: 16 Oct 2006
Posts: 507
06-14-2007 19:01
Since I got votes for the in-world OBJ importer, here is a binary to try it out:

http://downloads.sourceforge.net/oslcc/slviewer-1.17.0.12.VWR-1110.zip?use_mirror=osdn

It currently works with 64x63 mesh spheres created by any modeler exported as an OBJ file. Here are the instructions for Windows:

1) Copy C:\Program Files\SecondLife to you Desktop
2) Put the SecondLife-1.17.0.12.VWR-1110.exe into the SecondLife folder you just put on the desktop.
3) Put the file "Beta Test SecondLife-1.17.0.12.VWR-1110.exe" into the same SecondLife folder.
4) Click on the shortcut (you just moved) in the same SecondLife folder
5) Log In
6) Click on File->Upload Image
7) Find an OBJ file made by your modeler
8) Select it
9) If it converted fine, you will see the sculpt map.
10) Select "Sculpted Prim" to preview
Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
06-16-2007 19:48
Just wanted to chime in with my congratulations. I fell off the map some months ago when I moved to Tampa for my new job. Unfortunately, my bandwidth situation there is such that I cannot log into SL for more than a few minutes before losing connection, which has left my tools to stagnate.

I'm very glad to hear this has been made in my absence, as I was approached by quite a few people about adding this to my Blender tool. Keep up the good work. :)
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Dzonatas Sol
Visual Learner
Join date: 16 Oct 2006
Posts: 507
06-16-2007 20:42
Thank you!

I'm about ready to release the next little patch that'll let everyone upload to the beta grid. That way it can be tested more in depth as features are added.

While on the beta grid, it can also still be used as a tool to convert OBJ files to sculpt maps. That would be to import the OBJ file, upload the image, and then download the image. That'll also give a chance to further preview the sculpties in-(beta)world before you bring them into the main grid. =)

Remember to vote!

https://jira.secondlife.com/browse/VWR-1110
Dzonatas Sol
Visual Learner
Join date: 16 Oct 2006
Posts: 507
06-17-2007 14:50
Looks like 1.18 has a reproducible error in LLTemplateMessageBuilder::buildMessage(), which is not related to the sculptie import code.

LLTemplateMessageBuilder::buildMessage() is one of the pieces of code changed by Lindens between 1.17 and 1.18.

That error won't let everyone log in, so I'll hold off on the next update to OBJ import until this other one is fixed.
Ilobmirt Tenk
Registered User
Join date: 4 Jun 2007
Posts: 135
07-15-2007 08:31
This tool gets my official stamp of approval! Good job! ^_-
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