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Offline Builder: Now in Beta

JohnPaul Perway
Registered User
Join date: 26 Oct 2006
Posts: 6
12-10-2006 11:09
Yes, i have Frank Llyod Wright's Falling Water in SL that created using the off-line tool. Check my profile. There is a landmark/teleport link to it under picks.

JohnPaul Perway
Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
12-10-2006 17:39
From: WindyWeather Vanalten
I'm considering the problem of building a large object - a boat or house - with a few hundred prims and it seems to me that grouping needs to be done off-line and then preserved in the transfer, or the large collection created in world would be unwieldy to manipulate or script.

From what I saw earlier today, it seems the LibSL folks already have such a solution. While not the official direction of the tool, it's highly possible I'll be integrating my work with their stuff a bit more. I'm sure Eddy'd be interested in grafting more tools for that sort of thing, too.

Insert "zOMG Copybot" here.
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Selma Serrurier
Registered User
Join date: 21 Nov 2006
Posts: 9
12-18-2006 11:11
According to the Blender site, it runs on all major platforms. Does the Offline Builder work on a Mac?
Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
12-18-2006 16:49
Think so. Works on Linux and Windows. Testing data would be good. :D
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Emma Nowhere
Registered User
Join date: 15 Aug 2006
Posts: 29
12-19-2006 15:18
Jeffrey, if I want to import something from Blender, should I used this or the 3D Model Importer from your other thread (/54/09/32283/1.html)?
Arya Amarula
Registered User
Join date: 4 May 2005
Posts: 5
No luck with dimples
12-20-2006 10:59
Is anyone else having as much problems as I when trying to get dimples on spheres to import? I can't seem to get them to import at all and the object I'm making has alot of spheres with different size dimples.
Any suggestions would be appreciated

Thx :)
Thraxis Epsilon
Registered User
Join date: 31 Aug 2005
Posts: 211
12-20-2006 11:33
I have to release a fix for the scripts to get dimples to work. There was an error in the importer that didn't pass the dimple setting correctly.
Arya Amarula
Registered User
Join date: 4 May 2005
Posts: 5
12-20-2006 11:37
Ahh, thanks much. I thought it was me :)
Soraya Elcar
Registered User
Join date: 25 Oct 2006
Posts: 7
12-24-2006 00:09
Has there been any work on an exporter, as in, SL->.prims ? I was thinking the same script that does the importing, only in the other direction for each prim in the linkset. Granted, it would only apply to modify objects owned by yourself, just like the mirroring script of yore.
I'm sure I'm not the only one who would want an offline copy of their builds, since we can back up everything else but the geometry.
Fire Centaur
Creator
Join date: 2 Nov 2006
Posts: 149
exporting an avatar as prims?
12-24-2006 09:22
Is there any way to export an AVATAR as a bunch of prims to Blender?

I am a langauge teacher, and Id love to have my avatar - turned into a statue, and then program it to relay text I send it on a chanel... for role play activities. If I could do a "medusa" hack on my avatars and turn them into prims, then import them back into SL - that would be pretty cool... please let me know if this is possible, or if I am just dreaming
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Arabeth Asano
Registered User
Join date: 19 Dec 2006
Posts: 9
A little help to get started
12-29-2006 04:00
This looks like a really great tool

A couple of questions though to help me get started, from reading through this thread and having everything installed I'm a bit confused!!

1/ In blender with the script running are we limitted to the tool buttons the script provides? are all other blender tools off limits (obviously vertex manipulation and i'm assuming sub surfaces etc.)?

2/ Thraxis's import is all i need for import and its the latest and most robust?

Thanks

AA
Arabeth Asano
Registered User
Join date: 19 Dec 2006
Posts: 9
its stopped working
12-29-2006 09:23
another one guys - soz

i had your script working and was playing with building etc. however now when I open blender and run it it no longer works

it reads the script file in wrong, i get jibberish on the screen rather than the well layed out code i saw previously. Can anyone help?

If i re-install everything i get the same -- aaaargh

thanks

AA
Mobius Hashimoto
Registered User
Join date: 18 Aug 2006
Posts: 146
12-29-2006 10:21
From: Arabeth Asano
This looks like a really great tool

A couple of questions though to help me get started, from reading through this thread and having everything installed I'm a bit confused!!

1/ In blender with the script running are we limitted to the tool buttons the script provides? are all other blender tools off limits (obviously vertex manipulation and i'm assuming sub surfaces etc.)?


2/ Thraxis's import is all i need for import and its the latest and most robust?


Thanks

AA


1/ yes that is correct
2/ correct me if i'm wrong but i don't think its been updated since....whenever i got it? but i think its very nicely done and again thanks to Thraxis
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Mobius Hashimoto
Registered User
Join date: 18 Aug 2006
Posts: 146
12-29-2006 10:22
From: Arabeth Asano
another one guys - soz

i had your script working and was playing with building etc. however now when I open blender and run it it no longer works

it reads the script file in wrong, i get jibberish on the screen rather than the well layed out code i saw previously. Can anyone help?

If i re-install everything i get the same -- aaaargh

thanks

AA


can you try reinstalling the pthon script? maybe u messed it up
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Arabeth Asano
Registered User
Join date: 19 Dec 2006
Posts: 9
Thanks - getting there.....
12-29-2006 13:40
Thanks Mobius - I think its a path problem - working on it.

AA
Arabeth Asano
Registered User
Join date: 19 Dec 2006
Posts: 9
Using Prim Blender
12-30-2006 04:23
Hey guys

I'm finding this quite difficult to use here, maybe I'm missing something. I'm so used to being able to drag sides of prims, to tweak them into position, but i can only find out how to scale with both edges changing places at the same time. snap to grid seems to be a bit problematic too with it snapping to possitions just off the grid?

Is there any way i can use colours on the prim to identify different types e.g. ground, wall, door etc.?

Oh do i have to worry about overlapping prims - 1/ intersecting ? 2/ overdraw - seen some examples in game i think?

I got part way into the blener tutorials - but gave up as the PrimBlender approach seemed v different - any of you with blender experience recomend that i continue with this tut?

Thanks

AA
Mobius Hashimoto
Registered User
Join date: 18 Aug 2006
Posts: 146
12-30-2006 09:09
From: Arabeth Asano
Hey guys

I'm finding this quite difficult to use here, maybe I'm missing something. I'm so used to being able to drag sides of prims, to tweak them into position, but i can only find out how to scale with both edges changing places at the same time. snap to grid seems to be a bit problematic too with it snapping to possitions just off the grid?

Is there any way i can use colours on the prim to identify different types e.g. ground, wall, door etc.?

Oh do i have to worry about overlapping prims - 1/ intersecting ? 2/ overdraw - seen some examples in game i think?

I got part way into the blener tutorials - but gave up as the PrimBlender approach seemed v different - any of you with blender experience recomend that i continue with this tut?

Thanks

AA


For me, i fix the overlapping and small tweaking you mentioned in game, you have to understand, the blender import way cannot do everything for you (yet :) ) Your second question is interesting i've never tried colouring the prims, try and let us know when you import them back to SL

finally, why not finish the tutorial when you have started? :) besides if u have the script running, just start building stuff using the script in blender and go nuts. just keep playing with it and you will get used to it.
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Danni Hull
Registered User
Join date: 2 Nov 2006
Posts: 2
Small Bug?
12-30-2006 13:30
I made an object using a handful of Prims and imported it successfully to SL using the rezzer from Brithys. But I couldn't help notice that the triangular prism, the one that looks like a wedge, comes out facing the opposite direction. (ie it needed a 180 deg rotation about the z-axis.)

Anyhow, overall I was very impressed. Good work my friends!


Danni
Mobius Hashimoto
Registered User
Join date: 18 Aug 2006
Posts: 146
12-30-2006 13:37
From: Danni Hull
I made an object using a handful of Prims and imported it successfully to SL using the rezzer from Brithys. But I couldn't help notice that the triangular prism, the one that looks like a wedge, comes out facing the opposite direction. (ie it needed a 180 deg rotation about the z-axis.)

Anyhow, overall I was very impressed. Good work my friends!


Danni


hi Danni, i noticed that too, but i got used to fixing it in world i didn't bother mentioning it :)
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Seth Ock
Registered User
Join date: 3 Dec 2006
Posts: 35
12-30-2006 21:47
I too have noticed this, but in my case the problem manifested in a sheared box that rezzed with the shear in the wrong direction. A simple matter to correct, I altered the XML in the notecard by inverting the shear direction. I suspected the issue was broader than simply shear direction. Maybe we could poke around within the rezzer script and find the culprit?
Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
12-31-2006 15:47
From: Fire Centaur
Is there any way to export an AVATAR as a bunch of prims to Blender?

I am a langauge teacher, and Id love to have my avatar - turned into a statue, and then program it to relay text I send it on a chanel... for role play activities. If I could do a "medusa" hack on my avatars and turn them into prims, then import them back into SL - that would be pretty cool... please let me know if this is possible, or if I am just dreaming

If you're looking to export a prim avatar, then actually, the LibSL people (zomg copybot) are working on such a thing. If you're looking to export the mesh of an avatar, you should probably look into GLintercept and OGLE for your own use.

Just understand that in either case, you're dealing with very powerful tools that aren't expressly supported by SL or their TOS. Use at your own risk.

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And if there are any suggestions or problems with my portion of the tool (the builder itself), please feel free to let me know in-world. I'm checking this thread on occasion, but my IM box routes directly to the email I check on a daily basis. ;)

I've also considered adding texture support, but I'm not quite sure how to do this in a sane, protectable way. Would everyone be comfortable with a UUID input field and offsets definable in the tool? Otherwise, it gets into the whole "auto-upload, hack SL" area that I'd rather avoid unless I absolutely need to do so.
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Seth Ock
Registered User
Join date: 3 Dec 2006
Posts: 35
12-31-2006 23:15
Well, for starters, I'd be happy with the ability to just upload prims with a material color and then worry about the texture later. My biggest "complaint" is with the trouble caused by the placement precision. I don't know if that's on your end or Thraxis', though, since the models I've built always load back into Blender without any trouble.

And just to let you both know -- this tool to enable use of Blender for prim construction is very, very welcomed. I've been using Blender for years and it greatly simplifies the construction process in SL even with the problems seen at the moment.
JackofSpades Kazakov
Registered User
Join date: 15 Nov 2006
Posts: 8
01-02-2007 13:14
Wow im really happy I ran across this. I had heard a rumor about a exporter for blender into SL but I doubted it. I have alot of experience in blender and cant wait to start building things for SL. Thank you for putting this together for the lot of us.
Blue Tsuki
Registered User
Join date: 7 Nov 2006
Posts: 8
Bug?
01-02-2007 22:32
cntrl-z (undo) causes the scripted interface to disappear. Is this a bug in the script or Blender? Or is there just no undo?

TIA

BT
Mobius Hashimoto
Registered User
Join date: 18 Aug 2006
Posts: 146
01-02-2007 22:45
From: Blue Tsuki
cntrl-z (undo) causes the scripted interface to disappear. Is this a bug in the script or Blender? Or is there just no undo?

TIA

BT


thats Blender's own function, there's no undo in SL (not that i know of) so try not to use Blender's own functions :) or it may mess things up
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