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valentine Biddle
Registered User
Join date: 22 Apr 2007
Posts: 79
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05-08-2008 07:09
hello does anyone know where i can find a good exporter from Maya to sl? to upload sculpties? and should i start with a specific shape or i can choose any? in the end.. i'm trying to make sculptie shoes/boots does anyone know what kind of shape i should start with? cube? sphere? thank you!!! ciauz
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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05-08-2008 18:03
You can find the sculpty exporters for Maya on the sculpty wiki. http://wiki.secondlife.com/wiki/Sculpted_Prims
In most cases, the shape to start with is a sphere. NURBS spheres work better 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 15 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, if you wish. But those shapes are not officially supported yet, and are only accessible via script in SL. 99% of the time, 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 isoparms above and below the equator are scaled to be the same size as the equator. The more isoparms you scale to that size, the more cylindrical the sphere becomes. The cylinder in the middle has had all but two of its latitudinal isoparms 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 99% 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. _____________________
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valentine Biddle
Registered User
Join date: 22 Apr 2007
Posts: 79
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05-09-2008 01:31
thanks! it's clear
i'm gonna try.. |
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valentine Biddle
Registered User
Join date: 22 Apr 2007
Posts: 79
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scultpie converter
05-10-2008 05:02
hello again, found the converter but the process is not that clear to me...what i should do with it?i have the sculpt.mel and import prim script both, someone can explain it in a easier way? ty ty ty
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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05-10-2008 06:55
Here's a copy of instructions I posted in a previous thread on this same subject.
Originally posted at /8/fe/236258/1.html 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. 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, select 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, select 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 couple of 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 spehre. Arbitrary objects won't work. Everything must have spherical topology, meaning each object must be a singular contiguous surface, with two distinct poles. You can deform the shape to become anything you want, but don't tear the surface or open the poles. For best results, the sphere should have 16 sectons and 15 spans. 2. The default topology for sculpties is spherical, but there are some other options, accessible in SL via script. 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 15 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. _____________________
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valentine Biddle
Registered User
Join date: 22 Apr 2007
Posts: 79
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05-10-2008 12:42
thanks! the sculptie comes in sl all messed up but i need to learn more about maya i'm sure it is that
thanks for your help! |
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valentine Biddle
Registered User
Join date: 22 Apr 2007
Posts: 79
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Sculptie messed up
05-11-2008 01:12
humm help!lol it continue to come messed up even if i tried with a simple nurbs
sphere and made again the script process from the start...what i'm missing it says exporting sculpt map for nurbsSphere1 into file..etc seems correct |
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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05-11-2008 06:27
Can you post some screenshots, Valentine? It would be helpful to see both the Maya model and the SL version.
The most common mistake people make is forgetting to do step 5. Removing all transformations and history is essential in order for the exporter to work properly. You must do this immediately before export, after you've sculpted your model. Also, make sure Correct Orientation is turned on in the exporter dialog. If you don't see that option, it's probably because you've got a scrollbar in the way of it. This is due to a typo in the script. Search the script for the word "scrollable", and if there's a 1 next to it, change it to a 0. If the problem is not due to transformations/history or to correct orientation, then I'm not sure off hand what it might be. I'll need to see those screenshots. _____________________
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valentine Biddle
Registered User
Join date: 22 Apr 2007
Posts: 79
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05-12-2008 04:16
this is what i get by uploading a nurbs sphere and performing those 4 steps edit-delete by type-history, modify-freeze, modify reset, edit delete by type-history, it is 64-64 ty
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valentine Biddle
Registered User
Join date: 22 Apr 2007
Posts: 79
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05-12-2008 04:25
if i click browse it open the window to choose the folders where to save the file but it save like a Maya.IFF so i thick that and i choose for .TGA to upload in sl... sorry for my english it is not perfect but i really hope u undetrstand what i'm talking about
ciao |
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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05-12-2008 07:56
Two things. First, never use JPEG. You must use a lossless format like TGA or BMP. If you use JPEG, your sculpties will come out messed up due to lossy compression artifacting in the map image.
Second, I notice you're using the personal learning edition of Maya, not a commercially licensed version. If that's the case, then it's no wonder you're having problems. PLE will not work for sculpties because it puts a watermark on all renderings, sculpt maps included. If you want to use Maya for this purpose, you must buy a licensed copy. PLE is just for learning how the program works. It's not for outputting anything. Maya is an expensive program. If you can afford it, great, but if you can't, then I'd suggest you look into a lower cost alternative. Blender is free, and can do most of what Maya can do, although its interface is a pain. Wings3D is also free. It's nowhere near as full-featured as Maya or Blender, but it works well for sculpties. DAZ Hezagon is very inexpensive, has a lot of features, and directly supports sculpties. Then there are more mid-priced programs, such as Rhino and Lightwave. None of these are as feature-rich or as flexible as Maya, but if all you plan to do is sculpties, that might not matter. See the sculpty wiki for a pretty good listing of the various programs that are available, and their capabilities. _____________________
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valentine Biddle
Registered User
Join date: 22 Apr 2007
Posts: 79
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05-12-2008 08:40
oh i supposed that..i just wanted to learn before to buy..how much does it cost?
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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05-12-2008 10:16
Maya Complete is $1995.00 (US). Maya Unlimited is $4995.00. If you happen to be a student, you can get Maya Unlimited for $389.95, which is a steal. Otherwise, Maya Complete would be the way to go for most people. The extra features in Unlimited (fur, hair, cloth, fluid efffects, & compositing tools) are mostly useful for film, not so much for game modeling or anything SL-related.
For more information see autodesk.com. _____________________
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valentine Biddle
Registered User
Join date: 22 Apr 2007
Posts: 79
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05-12-2008 17:29
thanks Chosen!!
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valentine Biddle
Registered User
Join date: 22 Apr 2007
Posts: 79
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05-15-2008 12:57
can i use polygons too? or need a script to upload into sl?it is easyer with them, the sphere is making me mad lol thanks again
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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05-15-2008 13:20
You can use polygons, but there are two issues to be aware of.
First, you'll need to remap them. By default Maya UV-maps polygonal spheres differently than SL does. Maya uses a sawtooth pattern for the top and bottom rows of faces, since it's computationally simplest to use tris for those faces. But SL requires a perfect UV space with all quads. The simplest way to acheive that is to use not a sphere, but a cylinder (sans endcaps), and snap all the top and bottom vertices to the center to form two poles. If you know what you're doing with UV mapping, you can certainly remap a real sphere, but the cylinder thing is a lot simpler. Second, as I mentioned earlier, the existing MEL script is optimized for sampling NURBS surfaces. It's not incredibly accurate when sampling polygons. You'll have much better results with NURBS. If you really want to use polygons, I'd suggest using a sculpty exporter that does actual vertex position reporting instead of the surface sampling that the Maya exporter uses. The Wings exporter is a pretty good choice in this regard. If you prefer to use Maya's more robust modeling tools, it might work to import the Wings template spheres into Maya, do your modeling there, then export them as OBJ's back to Wings, and generate your sculpt maps from there. I've never tried that, so I can't guarantee it, but it should work in theory. I'm also not sure what you can and can't export from PLE, if you're still using that. In any case, I'd highly recommend you learn to get comfortable with NURBS modeling. If you're used to poly modeling, NURBS work flow is a little different, but it's a skill well worth developing. There are just a few basic things to learn, and then it's really easy. _____________________
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valentine Biddle
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Join date: 22 Apr 2007
Posts: 79
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05-15-2008 13:31
hmm better Nurbs then...the difficult thing is that i can make a flat shoe but nothing that looks like a boot or heel shoes...do u know some good tutorial? can't find nothing useful..many are for polygons..thank u very much Chosen,
looooove u :*** lol |
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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05-16-2008 07:21
If you're looking to do a shape like the heel on this boot, it's quite easy:
![]() Any high heel is nothing more than a cylinder, flattened on one side, and tapered toward one end. Just start with the cylinder shape I showed you how to make in the beginning of this thread, flatten half of it, and then scale it appropriately to form the taper. You can do it very quickly, either by moving the individual vertices and hulls around, or by using a lattice deformer. ![]() Depending on how you're building the entire boot, it could be a little wasteful to invest an entire sculpty into just that little heel piece. If you want to make the heel and the sole into one piece, that's pretty easy as well. Start the way I just described, but elongate the cylinder and bend it in half. Use no more than six hulls to make the heel part, so you have enough left over for the rest of the sole. Then move the vertices and hulls around to form the sole shape. The end result could look like this: ![]() Note, I made the above two shapes in about 5 minutes. They are extremely unrefined, and not proportional to the actual boot in the original image. If you were to invest a good amount of time, you could do a much better job than what I did here. _____________________
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valentine Biddle
Registered User
Join date: 22 Apr 2007
Posts: 79
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05-16-2008 08:25
mmmmmmmm i'm amazed about how u do thanks again
) i try i try |