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Destiny Niles
Registered User
Join date: 23 Aug 2006
Posts: 949
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04-27-2007 11:48
There is a new entry in the secondlife wiki http://wiki.secondlife.com/wiki/Sculpted_PrimsIt mentions that the easiest way is to create a model in an external 3d package and use an exporter. The article also state that Linden Lab provide an exporter for Maya. Anyone have this exporter? or the specs that is needed for the texture map?
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RobbyRacoon Olmstead
Red warrior is hungry!
Join date: 20 Sep 2006
Posts: 1,821
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04-27-2007 12:07
From: Destiny Niles There is a new entry in the secondlife wiki http://wiki.secondlife.com/wiki/Sculpted_Prims It mentions that the easiest way is to create a model in an external 3d package and use an exporter. The article also state that Linden Lab provide an exporter for Maya. Anyone have this exporter? or the specs that is needed for the texture map? I think this is "in the pipeline", so I hope that we can expect to see such tools soon. But if the images really are similar to displacement maps, then I think we can expect to see a lot of plugins for tools such as Maya and Blender from the SL community if Linden Labs is too slow to provide them  .
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2fast4u Nabob
SL-ice.net
Join date: 28 Dec 2005
Posts: 542
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04-27-2007 14:15
This looks like a client-side effect..much like flexible prims. You can see that when Qarl walks in the field of mushrooms, he walks through the mushrooms.
Still, a nice effect.
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Cindy Crabgrass
Crashed to Desktop
Join date: 9 Sep 2006
Posts: 158
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04-27-2007 20:17
From: Destiny Niles The article also state that Linden Lab provide an exporter for Maya. Anyone have this exporter? or the specs that is needed for the texture map? Here you go : From: someone Q: How do i use the Maya exporter? A: Go to this page and copy the text of the script. Paste it into your Maya script editor, and optionally drag it into a button on your tool bar. When the script is run, it will pop-up a dialog box of options. Select which shapes you wish to export and press the "Export" button. The ideal candidate for export is a nurbs surface with no more than 16 isoparms per direction. You may also export polygon meshes - but you must first ensure the poly-mesh has a PERFECT uv space (it must cover the entire surface, and the space must have no holes.)
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