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flexible sculpti

Poppytat Sodwind
Registered User
Join date: 29 Nov 2006
Posts: 52
11-29-2009 10:24
hi,
i have been reading up on a few things and i have found out how to make flexi sculpts, which i have found handy for curtains...but...i am having a problem getting the prim axis the right way...or the sculpt texture...im not that clever, so i am here to pick brains :)

ok, i have previously bought curtain sculpt tga's in sl and tried this process with the original, but when the curtain is set to flexible path the curtain flips upside down, the axis at the base, and not at the top where i would like it!! so it is currently making the curtain flow at the top rather than at the bottom...like a curtain should...so...i took the tga file and flipped it 180deg in photoshop and uploaded it and tried again...nope...did exactly the same thing.
fliping the prim also doesnt work...so...
how do i get the prim to accept the sculpt tga file the right way round after it has been made flexible?? is there a script that will do this?
anyone?
please?
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
11-29-2009 10:35
How are you making flexible sculpties at all? That's not supposed to be possible. Funky third party viewer, perhaps?
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Poppytat Sodwind
Registered User
Join date: 29 Nov 2006
Posts: 52
11-29-2009 14:10
yes, i am using a viewer called imprudence.
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
11-29-2009 17:48
I've never used that viewer before, so I can't be of much help. Hopefully someone will come along who has used it. I notice there are forums on the imprudenceviewer.org website. Have you tried asking over there?

In any case, consider whether it's even worth the effort. The only people who will be able to see your sculpties flex will be others who are also using that same viewer. I have no idea what Imprudence's market share is, but I'd imagine it's really tiny. The vast majority of people will just see your sculpties as rigid, no matter how nicely they appear to flex for the few who are using Imprudence.

What's more, given that you may have to alter your existing sculpties to get this to work, you might end up with your builds looking totally wrong to most of your visitors.

Experimental viewers with unofficial features are all well and good. But they need to be kept in their proper perspective. A feature that makes SL easier to use is a winner. A feature that changes how things look is always iffy.
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Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
11-29-2009 18:21
depending on the stitching type, sculpts can be modified by taking a slice off of one side and placing it on the other. 50% = 180deg.

in some cases you would have to also invert the colormap.
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Poppytat Sodwind
Registered User
Join date: 29 Nov 2006
Posts: 52
11-30-2009 07:12
Chosen, thankyou and i understand what you say...yes, they do look 'awful' (just like a flexi cylinder) in the secondlife viewer...nothing like the imprudence viewer...shame really because if i managed to flip them theyd look great!

do you know if flexi sculpts are coming into SL? it would be nice.

Void, is this for imprudence?
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
11-30-2009 17:03
From: Poppytat Sodwind
Chosen, thankyou and i understand what you say...yes, they do look 'awful' (just like a flexi cylinder) in the secondlife viewer...nothing like the imprudence viewer...shame really because if i managed to flip them theyd look great!

do you know if flexi sculpts are coming into SL? it would be nice.

Void, is this for imprudence?

that's for rotating the axis of sculpts in general... I can't say if it'll work in your viewer because I don't know how it's rendering the sculpt map (it may be doing some sort of auto alignment, but I doubt it)... it's worth a try, although I suggest using beta grid to test it so as not to waste upload fees
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