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Blender - Sculpt Axis Orientation in SL

Layla Honi
Registered User
Join date: 1 Nov 2007
Posts: 171
11-05-2009 14:58
I've notice some of my sculpts have different axis orientation in SL even though they are all baked in front view. Why are some different? Is there a way to control the axes of the sculpt on the prim?

Right now the prim axes are X=270, y=0, Z=90 for the sculpt to line up in my build, but should all be zero rotation in local for this root prim sculpt to work right with the new scripts I got , otherwise the build turns on it's side. If I zero out the prim then the sculpt is not oriented correctly.
Tiziana Catteneo
Registered User
Join date: 19 Feb 2007
Posts: 187
11-05-2009 15:08
Try to clear the rotations in object mode before you bake the sculpt map in edit mode (alt+r).
Layla Honi
Registered User
Join date: 1 Nov 2007
Posts: 171
11-05-2009 15:14
I wished I could say that worked but it didn't.

I made this mesh before with slight differences and it has correct orientation.
I used a cylinder rotated 90 on X then created the sculpt...the same as for all cylinder sculpts I've been making, which have the correct orientation.
Layla Honi
Registered User
Join date: 1 Nov 2007
Posts: 171
11-05-2009 18:41
I found the problem with some help:)

Seems I rotated the mesh in object mode with out realizing it so the rotations were not 0,0,0.

Once I rotated the mesh back to 0,0,0 in object mode, I then when to edit mode and rotated the mesh to back to the correct orientation and rebacked. Now the rotations are correct.
Kornscope Komachi
Transitional human
Join date: 30 Aug 2006
Posts: 1,041
11-05-2009 18:43
I don't know if it's the correct way or what others do but what I do is, after making the object and just before baking the map ...

In Object Mode in the 3D window , go to the "Object" menu in the toolbar and "Clear/Apply" > "Apply Scale/Rotation to ObData" or just press Ctl + A to bring that option up. That sets the object up as it lays on the edit grid. Or resets it if you want to change the rotations.


Another thing I like is to know exactly where your seam/s will end up before starting editing. This will help how the texture is applied around the object where the edges of the texture meet. Say, a Boot. You want the seam down the back not the front. (edit mode, F9, Tools More tab, Draw seams) It just shows you where they are.
(I know.. Unasked for extra info)
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
11-06-2009 02:59
Object mode rotations in Blender are the equivalent of prim rotations in Second Life. So if your sculptie only has one way up, then applying rotation (or only doing rotations in edit mode) can be a good step to do.

If you are using export LSL, then any object mode rotations will be in the LSL script, so the sculptie will be positioned correctly inworld. This is my preferred way of working as object mode rotations don't affect the bake.
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Layla Honi
Registered User
Join date: 1 Nov 2007
Posts: 171
11-06-2009 09:20
From: Domino Marama
Object mode rotations in Blender are the equivalent of prim rotations in Second Life. So if your sculptie only has one way up, then applying rotation (or only doing rotations in edit mode) can be a good step to do.

If you are using export LSL, then any object mode rotations will be in the LSL script, so the sculptie will be positioned correctly inworld. This is my preferred way of working as object mode rotations don't affect the bake.


I haven't used the export LSL..I will have to find more info on where it is and how to use it.

It sounds like I will be using this if I can ever get the face layout to work for texturing. I updated my post about it, but no replies :(
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
11-06-2009 10:08
From: Layla Honi
I haven't used the export LSL..I will have to find more info on where it is and how to use it.

It sounds like I will be using this if I can ever get the face layout to work for texturing. I updated my post about it, but no replies :(


File - Export - Second Life LSL is the place to find it.

With your texturing problem, I'd approach it a different way. Prepare your textures in Gimp first. Load them into the UV editor in Blender, and align the faces to the image instead of trying to do it the other way around. It's far quicker and more flexible.

When creating new UV Layers, do it in object mode so the old one is retained. You need "sculptie" which has the sculpt map assigned, "UVTex" which has the final texture image, and then one layer for each image you want to photo source from. "sculptie" and "UVTex" you leave alone, and just edit the UVs on the additional layers to match the reference images.

If you set the 3d View to Textured view you'll get a realtime preview as you work.
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Layla Honi
Registered User
Join date: 1 Nov 2007
Posts: 171
11-06-2009 20:07
From: Domino Marama
File - Export - Second Life LSL is the place to find it.

With your texturing problem, I'd approach it a different way. Prepare your textures in Gimp first. Load them into the UV editor in Blender, and align the faces to the image instead of trying to do it the other way around. It's far quicker and more flexible.

When creating new UV Layers, do it in object mode so the old one is retained. You need "sculptie" which has the sculpt map assigned, "UVTex" which has the final texture image, and then one layer for each image you want to photo source from. "sculptie" and "UVTex" you leave alone, and just edit the UVs on the additional layers to match the reference images.

If you set the 3d View to Textured view you'll get a realtime preview as you work.



I can't prepare my texture in Gimp first because it is complicated and I wouldn't know where the mesh bounderies are or get it to fit right. With the face lay out..it's all exactly in front of you to make the textures fit in Gimp for each face. I think this is a much better way....if I could only get it to work..I keep getting extra layout lines in my saved layout tga even tho I follow the tutorial step by step
Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
11-07-2009 01:39
From: Layla Honi
I can't prepare my texture in Gimp first because it is complicated and I wouldn't know where the mesh bounderies are or get it to fit right. With the face lay out..it's all exactly in front of you to make the textures fit in Gimp for each face. I think this is a much better way....if I could only get it to work..I keep getting extra layout lines in my saved layout tga even tho I follow the tutorial step by step


There are no boundaries at that point. By preparing the texture I just mean any colour / lighting / perspective corrections you want to do. Depending on resolution, you might want to place all the images onto one. If you are already happy with the look of the source images, then you don't need to do any preparation in Gimp.

Once you load the images in Blender, you use them as a guide for aligning the UV faces to. So it doesn't matter what the UV Layout is when you prepare the images, you are going to change it to match the images at this step.

The only time I'd do it the other way around is if I was preparing the final texture in Gimp. When it's just a temporary image used in the process of creating the final one, it's a lot easier to do the mapping in Blender.

http://www.youtube.com/watch?v=z6j3LsjKIlk has an example of using this method for normal map painting, so when he selects, say the chest. You'd select the front of the cross. Instead of texture painting, you'd edit those UV faces to match the image.
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