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Offline Builder: Now in Beta

Gregor Freelunch
Registered User
Join date: 1 Jun 2006
Posts: 8
06-06-2006 07:53
I'm having this issue as well. SL says " UNABLE TO CREATE REQUESTED OBJECT. OBJECT IS MISSING FROM DATABASE." for each prim in the object I'm importing, then the script tells me the import was successful but I can't find the newly rezzed object.

Anyone solved this issue?

From: Kliger Dinkin
This is exciting. But I'm coming up empty. I get a message, when I touch the REZ object, that says : UNABLE TO CREATE REQUESTED OBJECT. OBJECT IS MISSING FROM DATABASE.

I used both the readme.txt & Duke Scarborough's step-by-step (despite the naming problems, but that's easy to figure out). Any ideas?
Fox Stirling
Certified Lunatic
Join date: 16 Aug 2004
Posts: 120
06-06-2006 15:00
From: Gregor Freelunch
I'm having this issue as well. SL says " UNABLE TO CREATE REQUESTED OBJECT. OBJECT IS MISSING FROM DATABASE." for each prim in the object I'm importing, then the script tells me the import was successful but I can't find the newly rezzed object.

Anyone solved this issue?

From: Kliger Dinkin
This is exciting. But I'm coming up empty. I get a message, when I touch the REZ object, that says : UNABLE TO CREATE REQUESTED OBJECT. OBJECT IS MISSING FROM DATABASE.

I used both the readme.txt & Duke Scarborough's step-by-step (despite the naming problems, but that's easy to figure out). Any ideas?



I think SL is having issues with the asset server. I was getting the same errors last night totally unrealted to this. Pictures, scripts, and objects were all throwing that error randomly at points. There is a patch being applied today and tomorrow i believe to resolve some of these performance issues, so before you give up hope or dirve yourselves nuts, wait until after they update tomorrow.

--Fox
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Thraxis Epsilon
Registered User
Join date: 31 Aug 2005
Posts: 211
06-06-2006 15:20
I'll make a pre-built object and put it up on SLExchange / SLBoutique and in my two main shops in SL.
Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
06-06-2006 19:56
Question for you all:

One thing I left out is the "automatic skew change" when you change a prim's revolutions value to greater than one. I did this on the off-chance it's a function of prim torture, and just because I hate that nuance.


To see what I mean:
- Rez a Torus.
- Move the "Revolutions" Slider up past 1.0.
- Look at the resulting value in the Skew box.

Currently the tool will not make that change automatically.


Should I change that so it does? Reasoning is that little change is typically... rather aggravating. ;)
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
06-06-2006 19:58
Hola all :-)
I have a pre-made importer giver set up in my workshop in Albata (21,37,45). Just touch the funky-looking orange blender on the table.

Here's a slurl :D
http://slurl.com/secondlife/Albata/21/37/45

Enjoy!
==Chris
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Thraxis Epsilon
Registered User
Join date: 31 Aug 2005
Posts: 211
06-07-2006 01:31
I just finished a new version of the importer.

Features:

10 Rezzing threads
Drop Notecard on the Importer to rez a build
Large build support using WarpPos to move the prims

http://slurl.com/secondlife/Brithys/111/234/54
Knoton Ray
Registered User
Join date: 7 Jun 2006
Posts: 2
06-09-2006 18:48
When I drop a notecard onto the rezzer it repeatedly says it can't find it and stops because of too many errors

EDIT: When I do manage to get it to COMPLETE, nothing is rezzed
Robert Neurocam
Registered User
Join date: 14 Sep 2005
Posts: 10
call me stupid but....
06-09-2006 20:38
i dont understand how to get the .lsl files in the tool zip to open , from what i dont understand is those files r scripts for importing, either that or i just dont understand any of this at all and need a major tutorial to figure it out.
Thraxis Epsilon
Registered User
Join date: 31 Aug 2005
Posts: 211
06-09-2006 20:58
There is at least one bug in the importer object I have available on my land right now.... I'm working on fixing that. I'll add a version that includes a Dialog to pick which notecard to Rez instead of the dropping a notecard on it


There is also an issue with rotations in the export files that needs to be looked at at some point.
Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
06-09-2006 23:17
From: Robert Neurocam
*

I suggest you skip that step and get a copy from one of the locations mentioned in this thread:

http://slurl.com/secondlife/Brithys/111/234/54
http://slurl.com/secondlife/Albata/21/37/45
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Rael Riel
Registered User
Join date: 22 Apr 2006
Posts: 31
06-12-2006 16:37
Thraxis, did you get the inworld IM I sent you with possible problems with the importer? Son thereafter it seemed like the entire sim i was in got rolled back..and I think the IM may still be lost in the ether
Adrian Eisenberg
Registered User
Join date: 3 Sep 2004
Posts: 15
Very nice!
06-13-2006 14:29
I've been working on something really similar for Maya to Second Life. I wanted to support Blender as well, but I'm happy to have been beaten to it. Great job!

The current version of the Maya->SL project can be seen at:

http://www.purplestatic.com/MEL_SL/

It takes a similar approach- using in-tool scripting to recreate SL tools and then a replicator object to rebuild the thing in second life from a notecard. The process works, but at present only supports cylinders and boxes. Most of the work went into infrastructure, though, so I should have support for the other prims shortly.

- Adrian
Thraxis Epsilon
Registered User
Join date: 31 Aug 2005
Posts: 211
06-13-2006 14:43
Rael

Yes I did.... I've been procrastinating on the update LoL

I've fixed the Hollow issue and the rotation issue and will have an updated version of the Prim Importer up tonight I hope... (I'll post when I do)
Rael Riel
Registered User
Join date: 22 Apr 2006
Posts: 31
06-13-2006 18:02
Thraxis,

Didn't mean to bug your or rush you by any means. Thanks again to you and Jeffrey!
Thraxis Epsilon
Registered User
Join date: 31 Aug 2005
Posts: 211
06-13-2006 20:40
The new version is available at my shop in Brithys
Alan Kiesler
Retired Resident
Join date: 29 Jun 2004
Posts: 354
06-15-2006 02:11
Good to hear that this has come about. Good timing too, I'm getting ready to install Blender for a non-SL project. :)

Couple questions related to that:

- Will this plugin compete with other plugins in regard to the interface (even if disabled)?

- Is it possible to take the Blender working data in primitive format, and merge the prims such that we end up with editable wireframes useable elsewhere?

I'm thinking of using Prim.Builder to help 'prototype' varying models quickly, before setting them into a format only useable for another application/plugin. Exporting from *that* plugin will take much longer, since the output is not a simple list of text. ;)

:link:
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Timothy S. Kimball (RL) -- aka 'Alan Kiesler'
The Kind Healer -- http://sungak.net

No ending is EVER written; Communities will continue on their own.
Xia Xevious
Anti-Windlight
Join date: 22 May 2004
Posts: 93
06-15-2006 15:17
That's so kewl! I tried and it works, but haven't try to import it in the game yet.

Would be nice to use it for 3dsmax :P Blender is little hard to use because I am so used to 3dsmax, heh!
Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
06-15-2006 15:42
From: Alan Kiesler
- Will this plugin compete with other plugins in regard to the interface (even if disabled)?

It shouldn't. Though in terms of the interface itself, it does suffer from Blender bugs. Ie. don't hit Ctrl-Z. It breaks scripts. :(

From: Alan Kiesler
- Is it possible to take the Blender working data in primitive format, and merge the prims such that we end up with editable wireframes useable elsewhere?

As in like, boolean operations on primitives outside the scope of the builder? Sure. It outputs raw meshes, so anything that happens outside the scope of this project is fair game. However! Once the mesh is altered, don't... exactly... expect it to work with the importer again. ;)

From: Everyone
3DS Max!

If I owned it, I'd consider it. But I don't. :o
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Kliger Dinkin
Registered User
Join date: 22 Apr 2006
Posts: 46
06-15-2006 21:43
From: Jeffrey Gomez
3D Max

If for no other reason than open source, an active community of developers, lots of tutorials and FREE, I think that Blender is a good choice, Jeffery. (Even though I think that the logical choice would seem to be SketchUp with its more sophisticated toolset, intuitive interface that stays close enough to the SL primitive model, and basically free). But until we can import freely created objects coming from any interface, the argument is kind of unimportant.
Alan Kiesler
Retired Resident
Join date: 29 Jun 2004
Posts: 354
06-16-2006 03:07
Thanks Jeffrey. Kinda expected that, just wanted to make sure.

From: Xia Xevious
Blender is little hard to use because I am so used to 3dsmax, heh!


Perhaps, but I'm about to embark on working with a group on a community-built 'Age.' Which I've hesitated on starting as it will entail another instance-install of the game this works toward. *prepares to un-install Oblivion to make room* ;)

Sadly, I'm thinking that it will be quicker (build-wise) to start with the SL primitive system in Blender than to dive straight into it from scratch. Also, individual models can be quick-tested before adding them to the overall final product on the other project.

[My apologies for being cryptic for once, but there's enough speculation going on in what I'm working on without having to add to it just yet.]

--Alan
_____________________
Timothy S. Kimball (RL) -- aka 'Alan Kiesler'
The Kind Healer -- http://sungak.net

No ending is EVER written; Communities will continue on their own.
felony Pierterson
Registered User
Join date: 25 May 2006
Posts: 1
help i downloaded backwards dont know what i am doing?
06-21-2006 12:00
i downloaded from sourceforge.net before getting the blender, and now i cant download from the blender site because the mirror something? what is the mirror and what do i need to do to fix it so i can download? and what folder should i unzip to ? { i know i know how to do this, I am just stuck on stupid today}
Aki Hashi
Registered User
Join date: 6 Jul 2006
Posts: 1
07-09-2006 05:01
try this link

From: felony Pierterson
i downloaded from sourceforge.net before getting the blender, and now i cant download from the blender site because the mirror something? what is the mirror and what do i need to do to fix it so i can download? and what folder should i unzip to ? { i know i know how to do this, I am just stuck on stupid today}
Gearsawe Stonecutter
Over there
Join date: 14 Sep 2005
Posts: 614
07-10-2006 18:55
Any one getting these error when trying to open the downloaded zip files.

with WinZip
"Cannot open file: is does not appear to be a valid archive.
It you downloaded this file, try downlaoding again"

with WinRAR
"No archives found"

Prim_Builder_0.3.5.zip - 11.5 KB (11,835 bytes)
Prim_Importer.zip - 11.4 KB (11,750 bytes)

are these file sizes correct?

EDIT: NM, here I'm I am right clicking and doing save as. have to go to the page with all the mirrors. Oddly enough it was saving them as zip files. Stupid window. *slames head on desk*
Jaas McKinley
Registered User
Join date: 6 Jul 2006
Posts: 8
07-12-2006 05:41
This may have already been covered in here, but I would like to be able to change my values with the arrows keys other than sliding with the mouse in the selection. For instance position and x,y,z size. In the SL interface ingame, I can manual change by one click, increments of one. In the script in Blender all I can do is slide. Any change for this?
Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
07-14-2006 21:00
From: Jaas McKinley
*

Well. Right now I'm using the default Blender widgets. You can either slide the value, or double-click to input an exact value.

If there's demand for it, I could add small widget buttons to step a value up and down. It would be annoying and manual for each value at my end, but it would do the trick. ;)

Anyone else interested in this?
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