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using 3d max to model in second life

Barry Nowotny
Registered User
Join date: 20 Oct 2006
Posts: 9
10-31-2006 08:16
is this possible? im experienced in 3dmax although i can't script. how can i import models to second life? Can some one answer this for me
Ayu Sura
Registered User
Join date: 1 Oct 2006
Posts: 67
10-31-2006 08:39
As far as I know, nobody has written any scripts for 3DS Max to build and export objects into SL. However, if I'm not mistaken someone has created an offline building tool based on Blender, and someone's working on another for Maya.

Someone please feel free to confirm/correct me.
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
10-31-2006 08:57
Ayu's correct. There is a plugin for Blender which allows it to build SL style parametric primitives. The resulting builds can be exported to a text file, and then recreated in SL. Search the scripting forum for "offline builder" by Jeffrey Gomez if you're interested.

Adrian Eisenberg is currently working on a similar plugin for Maya, which looks impressive so far.

I don't think any one has done anything specifically for Max yet.

Be aware that none of these tools will allow you to model the way you're probably used to. Everything in SL is made of primitives, kind of like building with legos. The Blender and Maya plugins simply allow those programs to create the same kind of primitives that SL uses, so you can create an SL model without having actually to be in SL at the time. There's no way to bring mesh models directly into SL. It's apples and oranges.

The best thing for you to do is to learn SL's modeling system, and try tp resist comparing it with what you already know how to do in Max. At first SL's tool set seems pretty silly and clunky if you're used to a more standard modeling application like Max or Maya, but you'll find that once you get used to it, it's quite powerful. Plus getting good at using it will make you a better modeler both in and out of SL.

Trust me on that last part; I speak from experience. SL's limitations force you as a modeler to develop problem solving skills that you ordinarily wouldn't. As a result, you naturally begin doing a lot more with much less in all your 3D work, and that of course is always the goal in all 3D applications; minimize poly counts, maximize efficiency.

Anyway, if you really, really, really want to bring a mesh model into SL, search the scripting forum for Jeffrey Gomez's OBJ Importer. It takes an OBJ file, and recreates it in SL by placing a triangular prim for every polygon. The results are obviously incredibly prim-heavy. I find it's a good tool for creating a scaffold, or 3D template, on which to build complex prim-efficient models. When there's a shape I just can't seem to figure out how to do natively in SL very easily, I find it's simple to just whip it up in Maya, let the OBJ script do it's thing, and then use the resulting build as a temporary dummy to build right on top of.

Hope all this was helpful. :)
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Arianna Oranos
Registered User
Join date: 9 Sep 2006
Posts: 44
11-04-2006 04:28
Where can I find this plugin? I've just downloaded Blender and am trying to get started with it. If Blender with a plugin will allow me to make better-formed objects, it'll be great.
Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
11-04-2006 06:46
From: Arianna Oranos
Where can I find this plugin?

As I said above, search for "Offline Builder" and you'll find it right away. Click on the word "Search" at the top of the screen. In the little pulldown window that appears, type the words "Offline Builder". In the list of threads that appears, you'll see one entitled "Offline Builder: Now in Beta" by Jeffrey Gomez. Read Jeffrey's post.


From: Arianna Oranos
If Blender with a plugin will allow me to make better-formed objects, it'll be great.

Keep in mind, all the plugin does is mimic SL's building tools in Blender, so you can build without having to be online. I'm not sure what you mean by "better-formed", but be aware that you'll still have to build everything out of prims with the same exact parameters you'd be using in SL. You won't be able to use any of Blender's standard surface modeling tools to create non-prim-based models for use in SL. That won't work.

What you will have is consistent frame rate, and no interruptions. That's it.
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