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Nargus Asturias
Registered User
Join date: 16 Sep 2005
Posts: 499
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09-01-2008 07:59
Hello, I've been searching for a long time but find nothing so far. Can someone tell me how do I convert rotation value from Maya's option into SL rotation format?
The thing is, we want to export sculpts from Maya to SL, they composed of basicly the same sculpt but with difference rotation and transformation. With normal exporter, every single pieces will be exported into difference texture and waste memory and download time.
If there is a method to convert Maya rotation into SL, we'd be able to assemble them with a few pieces of sculpts instead of dozens.
Any suggestions? Thank.
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Nargus Asturias, aka, StreamWarrior Blue Eastern Water Dragon Brown-skinned Utahraptor from an Old Time
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Chosen Few
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Join date: 16 Jan 2004
Posts: 7,496
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09-01-2008 08:57
The difference between SL's orientation and Maya's default is that SL uses Z-up, and Maya's default is Y-up. You can easily change Maya's orientation to Z-up if you want. As with nearly all global settings, the place to do that is in Preferences. Simply click Window -> Settings/Preferences -> Preferences. Then, in the Preferences dialog, under Categories, click on Settings. The first thing you'll see now at the top of the dialog is a box called World Coordinate System, which contains a toggle to switch the up axis from Y to Z. Change it to Z, and it will match SL's coordinate system exactly.
I'm not sure how the change would affect the sculpty exporter, though. It was written with Y-up in mind. You'll have to experiment to see if anything breaks after you make the switch. In theory, you should just end up with sculpties that are rotated 90 degrees from what you had before, and nothing should go wrong. But I've never tested it myself, so I can't vouch that nothing will go wrong.
As for how you expect the rotational change to lower the number of sculpt maps you'll be generating, I have no idea why you'd imagine that it would. You're dealing with the exact same objects, no matter which way you rotate them. Turning them on their side doesn't change them in any way.
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Nargus Asturias
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Join date: 16 Sep 2005
Posts: 499
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09-01-2008 20:38
It's not reduce prims in that sense, it reduce number of uniqued sculpts texture that has to be uploaded into SL. So that I can reuse the same sculpt for the entire build, instead of having each one imports.
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Nargus Asturias, aka, StreamWarrior Blue Eastern Water Dragon Brown-skinned Utahraptor from an Old Time
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09-02-2008 04:33
From: Nargus Asturias It's not reduce prims in that sense, it reduce number of uniqued sculpts texture that has to be uploaded into SL. So that I can reuse the same sculpt for the entire build, instead of having each one imports. Again, I don't understand how you think changing the global rotation would help with that. If you want to upload a single sculpt map, and then repeat the same sculpty in-world a whole bunch of times, just do it. The rotation won't change anything.
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Nargus Asturias
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Join date: 16 Sep 2005
Posts: 499
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09-02-2008 04:42
Well, I was seeking to automate the process. And to do so I have to do script-rotation ;p
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Nargus Asturias, aka, StreamWarrior Blue Eastern Water Dragon Brown-skinned Utahraptor from an Old Time
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09-02-2008 13:21
Ah, I misunderstood what you meant the first time around. Sorry about that.
Short of writing your own scripts, I don't think there's any way to automate what you're looking to do. I'm not aware of any existing tool that can do it. If you create two otherwise identical sculpties that are rotated differently from each other, or even just placed in different locations, the sculpty exporter will treat them each as unique, and generate two distinct sculpt maps for them, as you know. To get around that, you'd need to write a new exporter and a new in-world assembler.
I'm no good at that sort of thing, myself, unfortunately. So I can't really be of much help with it, sorry. I'm just not a programmer.
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