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Kimmer Soyer
Registered User
Join date: 19 Feb 2006
Posts: 93
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10-25-2007 18:24
so I've been learning Blender lately.
I was wondering if it's possible to export what you build in Blender and have it reappear in SL? without building it again prim by prim? I'm not talking about sculpties, but actual prims...
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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10-25-2007 18:54
The only way to do it is to build in Blender the exact same way you build in SL, by using the prims.Blender plugin, which if I remember correctly, was written by Jeffrey Gomez. You can find it on this forum if you search. I haven't heard much talk about it lately, and I've never used it myself, so I can't really comment on it very intelligently.
What you can't do is just create any old arbitrary model in Blender (or anywhere else), and then expect to be able to put it in SL. It just doesn't work that way. If you want a model to be usable for SL, it has to have been made out of either (or both) of the only two things SL can understand, either sculpties or parametric prims. Nothing else will work.
Well, I shouldn't say "nothing". Jeffrey also created a script that will replicate an OBJ in SL by building a triangular prim in place of every polygon. Needless to say, the results of that are ridiculously prim heavy. It's not a practical solution for much of anything, but it can be fun to play with. I find it useful sometimes to build sort of a reference object in Maya, use the OBJ importer script to replicate it out of triangles in SL, and then replace the triangles by hand in SL with more efficient prims. For sufficiently large and/or complex shapes, this can be a big help.
Other than those few things, the answer to your question is no.
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