Sculpties stitching troubles
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Vanillia Violet
Registered User
Join date: 27 Sep 2009
Posts: 5
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09-27-2009 05:21
I've recently started creating sculpties with Maya and, considering I'm still a total noob when it comes to sculpties, I haven't had any problems I couldn't solve myself, YET. I've created some sculpties I'd like to use in a hairstyle and everything works fine, the sculptie looks exactly like how I made it in Maya, but here comes the problem: There's a transparent line on the prim and I just can't remove it, no matter what I do. Normally one should change the stitching type in SL, but this totally messes up the prim, so I just set it to Planar or None, but then this transparent line keeps showing and I just can't get rid of it. The sculptie has been made out of a sphere, originally, in Maya. Is there anything I should do in Maya to move the stitching'line' somewhere else on the prim so it doesn't show, if possible? Anyway, help is definately needed! Here's a picture of what I mean exactly:  It's the white line that's troubling me (picture has been taken in front of a white background) Oh, btw, it has nothing to do with the purple hairtexture, this texture is totally solid 
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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09-27-2009 06:39
If you started with a sphere, you should also use "sphere" as a stitching type in world. Otherwise you get such effects as you describe. But i must admit, that is only a guess from me, as i haven't had the opportunity to look into Maya yet and especially how it exports objects as sculpty. BTW: Is there any Maya-version available which does not cost so much and yet allows to export objects as sculpties ? I start getting curious and i want to make a comparison between Maya and blender after all  ...
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Vanillia Violet
Registered User
Join date: 27 Sep 2009
Posts: 5
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09-27-2009 07:42
Thanks for your answer, but unfortunately it's not the answer I'm looking for  Maybe I can make it clear with some more pics ^^  So, does anyone know what to do about this? I guess I did something wrong in Maya or I should change something (best thing would be to move the stitchingline somwhere else on the prim in Maya, but if that's possible??)
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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09-27-2009 07:58
I know this is not my territory here  But if you would send me your sculptmap, i can analyse it in blender. maybe i can tell you what's up with your sculpty. in case you are interested: [email]gaia.clary@machinimatrix.org[/email]
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Domino Marama
Domino Designs
Join date: 22 Sep 2006
Posts: 1,126
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09-27-2009 08:14
It looks like the uv layout needs rotating 90 degrees before baking.
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Kristel Wunderlich
Registered User
Join date: 19 Nov 2007
Posts: 0
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09-27-2009 08:16
@Gaia: I just sent you an email  @Domino: Ok, sounds interesting... Allthough I don't speak Maya-sculptie-3D-modeling-computer-programs-language yet o.O Could you explain to me what you mean exactly and how to do it? XD
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Vanillia Violet
Registered User
Join date: 27 Sep 2009
Posts: 5
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09-27-2009 08:22
@Gaia: I just sent you an email  @Domino: Ok, sounds interesting! But erm.. I don't speak that language yet xD Could you explain what you mean exactly and maybe describe step-by-step how to do it? (It's probably really simple, but like I said in my first post, I'm a total sculptynoob)
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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09-27-2009 08:28
It is as Domino said! You have managed to rotate your mapping of your faces somehow. Just take your sculptmap to an image editor. Then rotate the image by 90 degrees. I rotated to the left (the green parts is now at the top of the pic) Then import the sculpty with stitch type Sphere and you get what you want  This does not explain, how you managed to rotate your sculpt-map though. Maybe Chosen can tell more about that...
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Vanillia Violet
Registered User
Join date: 27 Sep 2009
Posts: 5
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09-27-2009 08:34
Great! After Domino's reply I already thought the solution was really simple! I'll rotate my sculptmaps then, because I have no idea what caused it to get rotated in the first place :-\ Thanks for the help, now I can finally go on with my hairstyle 
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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09-27-2009 09:55
Vanilla, make sure you've got Correct Orientation checked in the sculpty exporter dialog. That's what it's for.  If memory serves, back when sculpties first hit the beta grid for testing, the UV orientation was 90 degrees from how it is now. When they hit the main grid, the change to the current layout was made. (Don't ask me why.) At that time, I think it was uncertain whether the change would stick, so rather than completely replace the old exporter with a new one, the new behavior was tacked onto the existing exporter as an option. Back then, this was a wise precautionary move. But nowadays, still having that option in there is pretty useless. The checkbox should be checked at all times. If you can't see that checkbox, then you've likely got a version of the exporter that has a minor typo in it, causing a scrollbar to obscure it from view. Search the script for the word "scrollable", and if there's a 1 next to it, change it to a 0. Save the script, rerun it, and that scrollbar will go away.
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Vanillia Violet
Registered User
Join date: 27 Sep 2009
Posts: 5
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09-27-2009 10:39
Chosen, thank you so much for taking the time to explain this to me! I was already wondering what Correct Orientation would do, but now I know! (stupid me, never thought about trying to check it) I'm just wondering right now why there isn't an option in the object tab to rotate the sculptmap, just like you can rotate textures in the texturetab.. It probably has its reasons 
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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09-27-2009 11:17
From: Vanillia Violet I'm just wondering right now why there isn't an option in the object tab to rotate the sculptmap, just like you can rotate textures in the texturetab. Uh, because that would make too much sense? Remember, we're talking about SL here. 
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