Offline Builder: Now in Beta
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
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07-16-2006 01:13
Also, a note for Blender 2.42 users: There may be an API bug or two since they just completely overhauled their scripting commands (again). I'm experiencing one such bug at the moment, though I'm using a "weird" version of Blender.
If you have any trouble getting the tool to run in version 2.42 or above, please post the errors here so I can look at them. Thanks.
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Em Warrior
Registered User
Join date: 14 Dec 2005
Posts: 19
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Blender
07-16-2006 15:07
This almost sounds like a dream come true for those of us who have physical limitations and want to build using one hand or touchpad mouse. After reading the 5 pages of comments I am still unsure if this is to be downloaded in SL or if its like photoshop or paintshop where u do work there, file it, and then import it. I am very PRIM AWARE so this sounds great. (Though it may take me awhile to figure it out the end to my frustration of SL's build setup -- may be in the past).
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Jaas McKinley
Registered User
Join date: 6 Jul 2006
Posts: 8
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07-18-2006 08:46
Ok stupid question, can you explain saving a file and opening it again in Blender? Because when I try to open my created PRIM Object the script is not there. What am I doing wrong?
On top of that, I just realized there are no instructions that clearly define how to use the import scripts. I have seen a lot of stuff in this forum, and yes even the one that says he can explain it better, but I just don't understand. Maybe I am missing something, but I don't get it.
For instance:
Instructions: 1. Create a prim on the ground. Rename it 'Amorphous' -OK 2. Create a new script in Amorphous. -OK 3. Edit script - replace it with contents of block.lsl -OK 4. Take Amorphous into inventory (to save it for future builds) -OK 5. Create prim on ground. Rename it 'My Magic Blender' -OK 6. Open Contents, create script, replace contents of script with rezzer.lsl -OK 7. Create second script, replace with contents of block.lsl -OK 8. Take a copy of My Magic Blender. -OK 9. Create a Notecard - Call it 'Sample_Prims' -OK 10. Paste .blend file you saved into notecard - save to inventory -Lost from here down 11. Edit rezzer.lsl to put 'Sample_Prims' in the definitions part in the beginning where it says to. 12. Put notecard into contents of Blender. 13. Touch Blender and wait and watch patiently.
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Jaas McKinley
Registered User
Join date: 6 Jul 2006
Posts: 8
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07-19-2006 07:27
Ok using the Prim Object from Brithy's, I was able to get my object to Rez. The problem, it looks vaguely like what I created in Blender. I mean the shape is there, the prims are there, but the sizes of the Prims are way off.
Am I still missing something? Maybe I had a setting wrong, or maybe my Prims were to complex.
I noticed in the Tool for Blender, there is a smoothness option that i snot in SL, maybe that is the mistake I made, by making the objects too smooth.
Any ideas?
Thanks in advance!
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Aura Lily
Registered User
Join date: 10 Jan 2004
Posts: 7
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07-19-2006 07:44
I use an open source modeling tool called Wings3d for making objects that I use and sell in other "games". It is very easy to get up to speed using this program. It is in beta now and will only improve as time passes. I my opinion Wings3d has evolved into a killer application, brilliant work by the team of people doing it. Oh and did I mention it comes in all the right flavors? Mac, Linux and WindowsThe program I model for most requires that the files be saved as Renderware (.rwx). Couple years ago my partner and I hired a programmer to do an rwx export script for us. This leads me to believe that Wings would be an excellent choice for the Offline Building Tools. Sripting language is based on Erlang i think. I'm a tardlet with scripts outside of SL too  Edit::: I forgot the most important part. It is FREE!!!Edit 2 ::: Link to wings3d -- http://www.wings3d.com/
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
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07-20-2006 21:16
From: Jaas McKinley Ok using the Prim Object from Brithy's, I was able to get my object to Rez. The problem, it looks vaguely like what I created in Blender. I mean the shape is there, the prims are there, but the sizes of the Prims are way off.
Am I still missing something? Maybe I had a setting wrong, or maybe my Prims were to complex.
I noticed in the Tool for Blender, there is a smoothness option that i snot in SL, maybe that is the mistake I made, by making the objects too smooth.
Any ideas?
Thanks in advance! Mind sending me a copy of the file so I can look at it? 
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Kira Rosewood
Registered User
Join date: 8 Feb 2006
Posts: 188
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Can't DL the Zip File
07-26-2006 08:38
Every time I try to DL the Zip File I get a message about their being a problem with the web page. I know its not my connection. I saw there was an alternate link here in this post, but when I tried that, it said that access was denied.
So......where can I get the Zip File?
Thanks!
Kira
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Ted Demontrond
Registered User
Join date: 27 Jul 2006
Posts: 5
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07-31-2006 11:15
I'm just wondering, are you able to use other 3D modeling programs like 3D Studio Max and import the finished products into SL with the importer or do you have to use Blender? Also if you use Blender without the prim.blend file are you still able to import the product?
Thanks Ted
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Kolinsky Stoklitsky
Registered User
Join date: 9 Aug 2006
Posts: 2
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08-10-2006 06:01
Can anyone confirm if importing is working correctly as of the latest update?
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
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08-10-2006 16:23
From: Kolinsky Stoklitsky Can anyone confirm if importing is working correctly as of the latest update? It seems to still not work properly. At least, from my tests. I'd really like to know when Eddy's importer will be done though! There's also a bug with the latest version of the script that makes saving not work properly in the latest version of Blender (2.42). A fix should be up in the next hour or three. Look for version 0.4.0! Edit: Putting it up now. Thanks to Kolinsky for reporting the bug!
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
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08-10-2006 17:00
From: Kira Rosewood Every time I try to DL the Zip File I get a message about their being a problem with the web page. I know its not my connection. I saw there was an alternate link here in this post, but when I tried that, it said that access was denied. Sourceforge has problems with certain connections. Unfortunately, it comes down to checking your firewall and internet settings.  But, because you're not the only one, I'll post up a mirror to the first post in this thread every time I make a release. The short answer is no, you cannot effectively import freeform models to Second Life. However, I did write a bit of a hack some time ago that allows you to import on a one-or-more-prims-per-face basis. You can find that here.
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kenji Kostolany
Registered User
Join date: 28 Apr 2006
Posts: 39
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about importer
08-11-2006 03:12
Hi, let me ask simple question. Does importer work any way right now?
I see, sourceforge page for the tool says currently not working. However, some ppl keep making stuff on the tool anyway?
Is there any way to make those work tho?
Somebody wokring on another importer or such? or simple modification on code just work fine? or it doesnt work at all?
If somebody says there is some way to make it work. I will keep look for the way on forum/net.
Or I just quit looking things if its not wokring right now. Thanks all.
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
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08-11-2006 13:11
To the best of my understanding, the libsecondlife folks have developed their own importer. When that will be available or whether it's a standalone application, I don't know. That's something to address to Eddy Stryker and the rest of the libsecondlife people. Thraxis' importer, the one posted to Sourceforge, does not seem to work as of the last time I tried it (last night with a month-old version). I do not believe Thraxis has updated the code since the version I have. Essentially, this puts things in a very precarious situation. Yes, you can build predictably with the current tool and continue to save that work locally, use it to sandbox -- whatever. However, the intended purpose (ie. importing) is currently down. Hopefully the libsecondlife folks will get us that importer they have and make all of our lives easier. 
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Mobius Hashimoto
Registered User
Join date: 18 Aug 2006
Posts: 146
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08-20-2006 12:25
i've been playing with blender for almost 8 years, it would be really nice if i could import/export my work to second life  i'm so glad i actually found this post about blender. more ppl know about this 3d program nice....i can show you guys some of my works if anyone's interested 
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Pixelsage Guru
Registered User
Join date: 2 Sep 2006
Posts: 4
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09-07-2006 10:41
I've been teaching myself how to use Blender for almost two years now, and I as well would like to see the importer fixed =D. Any chance that it will? I despise the SL building tools with a passion.
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Thraxis Epsilon
Registered User
Join date: 31 Aug 2005
Posts: 211
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09-08-2006 01:45
I just put a new version of the "Offline Builder Importer" out at my shop in BrithysThe version is 0.5.0 and is found in the description. I fixed the problem with Hollow always being 95% and I fixed and tested the importer with the sample Version 2 prims file and one Version 1 prims file that I converted to Version 2 in the latest Prim.Blender. My sample 35 prim item took about 3 minutes to "build" The Importer supports both Version 1 and Version 2 file formats. If you find a shape that isn't importing right... please send me a sample .prims file.
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
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09-08-2006 16:56
Excellent! Thanks, Thraxis.
I'll have to take a look once I erm... look at the security question thing.
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Mobius Hashimoto
Registered User
Join date: 18 Aug 2006
Posts: 146
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09-08-2006 17:19
wow great news and good job Thraxis, i will give it a shot 
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Mobius Hashimoto
Registered User
Join date: 18 Aug 2006
Posts: 146
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09-08-2006 17:57
sorry to post again, but iam also experiencing problems with the script while building in blender, whenever i save it as a .blend, it will screw up my prims ie: deformed, shrinked, u get the idea, and the xml generated wasn't a normal looking one there are alot of weird characters and stuff, can i do complex model building with that script???
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
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09-09-2006 10:20
Well. It's kinda designed to save out to .prims and load back in again. Using pure Blender is a bit hard, since SL's system is so radically different.
Also, I had a chance to use the new importer. Pretty nifty, Thraxis. There's still a bug or two hiding in there, but the output is much more reliable. Thanks!
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Femina Matahari
Registered User
Join date: 14 Sep 2006
Posts: 75
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Importer not working or me stupid?
09-18-2006 08:05
I followed Dukes instructions as listed below, but still can't get the new importer to work I keep getting a little script error note on top of the prim I touch that says,
My Magic Blender: Couldn't find object block
Then it goes on and completes the script without changing the prim on the floor which I touched. I know it is something stupid i am doing but i followed Dukes instructions to the letter. Please help.
Duke Scarborough Degenerate Gambler
Join Date: Apr 2006 Posts: 158 You guys ROCK!
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Both of you!
The Readme.txt for the Importer is not necessarily clear:
Recommend the following instructions:
1. Create a prim on the ground. Rename it 'Amorphous' 2. Create a new script in Amorphous. 3. Edit script - replace it with contents of block.lsl 4. Take Amorphous into inventory (to save it for future builds) 5. Create prim on ground. Rename it 'My Magic Blender' 6. Open Contents, create script, replace contents of script with rezzer.lsl 7. Create second script, replace with contents of block.lsl 8. Take a copy of My Magic Blender. 9. Create a Notecard - Call it 'Sample_Prims' 10. Past .blend file you saved into notecard - save to inventory 11. Edit rezzer.lsl to put 'Sample_Prims' in the definitions part in the beginning where it says to. 12. Put notecard into contents of Blender. 13. Touch Blender and wait and watch patiently.
-------------------------------------------------------------------------------- Last edited by Duke Scarborough : 06-03-2006 at 01:50 AM. Reason: Edited names
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Thraxis Epsilon
Registered User
Join date: 31 Aug 2005
Posts: 211
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09-18-2006 09:31
The new importer from Brithys is a "Pre-Made" importer. You just need to drag the notecard onto the box. It was done this way because of the confusion and because the script was more complicated. I am at work and a bit foggy at the moment.. but if you just click on the importer from Brithys it should give you two notecards... one being instructions and another being the GPL license. I'll verify the instructions in the importer later today
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Femina Matahari
Registered User
Join date: 14 Sep 2006
Posts: 75
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09-18-2006 14:17
Told you it was just me being silly
Thanks I will give it a whirl Femina
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Femina Matahari
Registered User
Join date: 14 Sep 2006
Posts: 75
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09-18-2006 14:35
Yes I tried that, but still no joy with it, I am afraid I really have tried but I suppose I need a hand hold cannot seem to get anything but Object block not found.
Femina
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Mobius Hashimoto
Registered User
Join date: 18 Aug 2006
Posts: 146
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09-18-2006 17:44
i am still getting a huge file of junk data such as when i try to open the blend file in notepad: BLENDER_v242REND ìø ú Scene SR t <Çt èVÇ SR1-Animation ˜=°0L¯°P¯˜*¸<ÇàPÇ8õÇ ù5 þúÊ DATA ˜=°u ˆŽ¹ DATA ˆŽ¹u 莹˜=° Ê DATA 莹u H?¹ˆŽ¹ úÊ DATA H?¹u ¨?¹è޹ ú DATA ¨?¹u J¯H?¹ DATA J¯u PJ¯¨?¹ ú DATA PJ¯u °J¯J¯ ° DATA °J¯u K¯PJ¯ ú° DATA K¯u pK¯°J¯ DATA pK¯u ÐK¯K¯ ° DATA ÐK¯u 0L¯pK¯ à DATA 0L¯u ÐK¯ úà DATA °P¯v Q¯ ˆŽ¹è޹ DATA Q¯v pQ¯°P¯˜=°H?¹ DATA pQ¯v ÐQ¯Q¯J¯¨?¹ DATA ÐQ¯v ?®pQ¯PJ¯ˆŽ¹ DATA ?®v €?®ÐQ¯°J¯è޹ DATA €?®v ƒ® ?®PJ¯°J¯ DATA ƒ®v xƒ®€?®K¯¨?¹ DATA xƒ®v ؃®ƒ®J¯K¯ DATA ؃®v 8„®xƒ®PJ¯pK¯ DATA 8„®v ˜„®Øƒ®°J¯pK¯ DATA ˜„®v ø„®8„®K¯pK¯ DATA ø„®v X…®˜„®J¯°J¯ DATA X…®v ¸…®ø„®PJ¯¨?¹ DATA ¸…®v †®X…®ÐK¯˜=° DATA †®v x†®¸…®ÐK¯¨?¹ DATA x†®v xR³†®J¯0L¯ DATA xR³v ˜*x†®0L¯H?¹ DATA ˜*v xR³ÐK¯0L¯ DATAÌ ¸<Çx PEÇ ˜=°ÐK¯0L¯H?¹ ú ß ú Å ß ú Ä ûÅ J ÈBÇÈCÇ ¸=ÇðAÇDATA¤ ¸=Çw ?>Ç Link and Materials Editing >Ì DATA¤ ?>Çw h?Ǹ=ÇMesh Editing F >Ì DATA¤ h?Çw @@Ç?>ÇAnim settings Object >Ì DATA¤ @@Çw AÇh?ÇDraw Object F >Ì DATA¤ AÇw ðAÇ@@ÇConstraints
instead of the xml i once saw....can anyone help??
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