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Using Maya sculpt.mel on a Mac |
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Isen Avro
Registered User
Join date: 1 May 2008
Posts: 2
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06-17-2008 13:06
I have just recently begun importing Maya sculpties into SL. I'm on a Mac using Maya 8.5. I've been using the sculpt.mel which works great in generating the sculpt texture and surface texture maps. However, there's a few oddities when importing into SL. All my sculpties rez rotated 90 degrees: an easy fix since its all consistent, but all of the sculpties from the same Maya scene are also sized differently, nothing is proportional to one another; definitely a problem if my model has multiple sculpties. BTW, I'm not checking 'minimize scale' when generating the maps since that causes the sculpties to rez with distortions and doesn't seem to correct the proportion problems. Does anyone know if this is a Mac problem or am I just missing something in my process???
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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06-17-2008 14:50
All my sculpties rez rotated 90 degrees: an easy fix since its all consistent, Maya's default is a Y-up universe. SL uses Z-up. If the difference bothers you, you can change Maya to Z-up in your preferences. That can sometimes break existing scenes though, depending on what's in them, so I wouldn't bother. As you said, it's easy enough to rotate everything 90 degrees in-world. but all of the sculpties from the same Maya scene are also sized differently, nothing is proportional to one another; definitely a problem if my model has multiple sculpties. Use the advanced exporter script, not the simpler one, and then use one of the automated assemblers to size your objects correctly. You can use Qar'ls Qlab Assembler (http://wiki.secondlife.com/wiki/Advanced_Sculptie_Exporter_From_Maya) or the LibSL team's ImportPrimscript program (https://wiki.secondlife.com/wiki/Importprimscript). That was the good news. Now here's the bad news. Recent changes to the server code have broken both assemblers. Importprimscript doesn't work at all, and QLA only works partially. QLA makes the objects the right sizes (usually), but it puts them in the wrong places. The only workable option right now is to use QLA to generate the prims, and then reposition them by hand when it's done. BTW, I'm not checking 'minimize scale' when generating the maps since that causes the sculpties to rez with distortions and doesn't seem to correct the proportion problems. It's Maximize Scale, not minimize. In any case, it shouldn't cause the shape of your sculpties to change. All it does is keep the physical bounding box as close as possible to the size of the sculpy's visual shape. It has no ability of its own to reshape the mesh. Are you perhaps forgetting to freeze and reset transformations, and to delete construction history, before you export? If you don't do that, then all manner of screwed up geometry is possible, and I suppose it's possible that Maximize Scale could conceivably amplify the problem. Does anyone know if this is a Mac problem or am I just missing something in my process??? I would doubt it's a Mac issue. _____________________
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Isen Avro
Registered User
Join date: 1 May 2008
Posts: 2
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06-17-2008 22:29
Hey Chosen,
Thanks for the response. "Maximize" it is, but none the less with it checked my sculpties appear to rez either squashed or stretched in the Y axis. I am using the advanced script and have deleted the history and frozen/reset the transformations. I was hoping to avoid the tediousness of the QLA Assembler but am going there next. Thanks once again; your advice/suggestions on this forum have been really helpful. |