Claire Harford
Inquisitive Creature
Join date: 16 Apr 2006
Posts: 49
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04-19-2008 11:42
Greetings!
I am somewhat new to using Blender. So far, so good for following tutorials. I think I have a basic grasp on how things work and where everything is (thank goodness for being able to save default setup!!). HOWEVER... there is one thing that bugs me.
When working with any mesh, I can view it to *scale* (correct my lingo if that's not the right term) within Blender, but when exported and uploaded into SL, it becomes stretched in all directions, as if it was filling up the prim.
When I toggle the bounding box in Blender, I see it to scale, contained within that box with blank space, to the sides, for example. Is there some way I can export it the same way as I see it??
I understand the position will be centered for sculpties, I don't expect to find a script to rebuild like the fancy Maya one, all I want is for it to be the same *size* as I am working on in Blender.
Anyone know the "work around"? What am I missing?
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Infiniview Merit
The 100 Trillionth Cell
Join date: 27 Apr 2006
Posts: 845
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04-19-2008 13:30
Hi there,
You can set the scale in blender for how it will appear in other 3d programs.
And it sounds like your doing it right for blender and the sculpties. The size will be effected by the quality of your sculpt map as well as the standard sl prim size. And yes it does appear at max size when you put it on a prim. So just stretch and resize to your taste with the inworld editing tools.
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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04-19-2008 16:03
If you are using my scripts, check the console after baking as there's a script snippet there that has the scaling info. Basically all sculpties are scaled to 1 x 1 x 1 and need the correct scale setting inworld. This is to maximise the detail on the sculptie. It is possible to maintain the sculptie's proportions but it will result in loss of detail on the sculptie.
Create a sculpt mesh sphere to act as a scaling sphere. In the logic panel (pac man icon) set LL_SCULPT_TYPE on the sphere to 0. In edit mode scale the sphere to m x m x m, where m is the maximum of x, y and z of the sculptie. When baking select both the sphere and the sculptie. The maximum in each direction will be treated as 1.0 for the sculpties scale. So you can use this to maintain proportions, but you will reduce the amount of distinct vertex positions available. Normally there are 256 steps in each direction, with a scaling sphere of 2 x 2 x 2 and a sculptie 0.5 x 0.5 x 0.5 there would only be 64 steps in each direction.
You would still need to scale this sculptie but the overall proportions would be as modelled. I'd only recommend doing this for advanced stuff like animated sculpties, off centre sculpties or mega prim sculpties.
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