Welcome to the Second Life Forums Archive

These forums are CLOSED. Please visit the new forums HERE

Borked Maya Multiple Sculpty Import - Workaround Available?

Leben Schnabel
Registered User
Join date: 4 Jan 2007
Posts: 62
06-13-2008 08:39
Hi all and especially good forum ghost Chosen.

What's the state of things on the currently borked primscript Maya import process? I tried it yesterday on the beta grid and, as Chosen has reported in the Jira, it scattered my sculpties all over the place.

Does anybody know a workaround for this? Are there alternative methods to import multiple sculpty arrangements from Maya?

I'm planning to import a rather complex sculpty scene soon*) , and I cringe at the thought of having to assemble it by hand.

Thanks in advance for any hints on this.

-L


*) Maya screengrab here:
http://www.furaffinity.net/view/1333078/
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
06-13-2008 13:28
Hi Leban. I have good news and bad news. The good news is that one of the LibSL guys was kind enough to write a patched version of importprimscript for me a few weeks ago, and it worked just great. The bad news is it seems to be broken again, as of this week's server upgrade. It uploads the textures just fine, but it won't rez the prims anymore. All I get now is a "timed out waiting for _____ to rez" error on each and every one. SUCK!

I do have an emergency work-around, though. Here's what I've been doing the past few days for sculpt projects that I can't put off until later:

1. Use importprimscript.exe to upload the sculpt maps.

2. Use Qlab Assembler to generate the prims. They end up in the wrong places, but they are at least sized and rotated correctly.

3. Move the parts into place by hand.


It's a tedious process, but it's the only viable solution I've been able to come up with. For relatively simple multi-sculpty models, it's not too bad. But I probably wouldn't recommend it for anything too complicated. It is a PITA, and it obviously gets worse the more complex the project.

I have left a message for my LibSL buddy. (I'm hesitant to say his name here without first getting his permission, lest he end up with a hundred people hounding him for a fix.) If and when he's able to fix the problem, I'll post a link to a working version of importprimscript. Or if some other talented generous programmer out there wants to tackle it, that would be great too.



Nice work on that wolf's head, by the way. I'm impressed. :)

If you want a critique, my only word of caution would be that it looks a little isoparm-heavy for a sculpty-friendly model, but I think it will probably work out. It appears that most of your isoparms are not actually adding detail, just going with the flow, so it will probably be alright. You might want to consider redoing it with 16x15's though.
_____________________
.

Land now available for rent in Indigo. Low rates. Quiet, low-lag mainland sim with good neighbors. IM me in-world if you're interested.
Leben Schnabel
Registered User
Join date: 4 Jan 2007
Posts: 62
06-13-2008 14:14
From: Chosen Few
<snip>

I have left a message for my LibSL buddy. (I'm hesitant to say his name here without first getting his permission, lest he end up with a hundred people hounding him for a fix.) If and when he's able to fix the problem, I'll post a link to a working version of importprimscript. Or if some other talented generous programmer out there wants to tackle it, that would be great too.

Thanks a lot Chosen, that'd be a life saver. I keep my fingers crossed for that!

From: Chosen Few

Nice work on that wolf's head, by the way. I'm impressed. :)

If you want a critique, my only word of caution would be that it looks a little isoparm-heavy for a sculpty-friendly model, but I think it will probably work out. It appears that most of your isoparms are not actually adding detail, just going with the flow, so it will probably be alright. You might want to consider redoing it with 16x15's though.

Thanks for the hints, too. The skull and muzzle are 32x31 objects indeed, but they're already LOD degradation proved in-game - I distributed more isoparms to critical places. With the "fluff" pieces, I played it save with 16x15.

Oh, btw, in the process of finding ways to trick SL into rendering decent fur, I stumbled over a special sort of folded plane sculpty that is (internally) largely immune against the dreaded z-fighting effect when I apply an alpha texture to it (not visible in the posted picture). I'd post it here, but I honestly don't know what makes this sculpty geometry so special, and before I haven't got a precise explanation for my discovery, posting a how-to wouldn't make sense. Drop me an IM in-world if you're interested in seeing and analyzing this, it might be useful for some special effects.