Animation of sculpties
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Carl Temin
Registered User
Join date: 29 Sep 2006
Posts: 39
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06-06-2007 09:01
Hello all I do not know if this is the correct forum or not for this so, please dont shout at me  I need to know if sculpties can be animated (in shape ) by animating their sculpty textures? I have a feeling this can be done by using different textures for each particular shape but how do you do that? Kind regards to all Carl
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Daten Thielt
Registered User
Join date: 1 Dec 2006
Posts: 104
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06-06-2007 10:43
llSetPrimitiveParams([PRIM_SCULPT_TYPE_CYLINDER,"UUID"]);
soming like that cant remember to well cause im tierd lol
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Sylvia Trilling
Flying Tribe
Join date: 2 Oct 2006
Posts: 1,117
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06-06-2007 12:24
llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_SCULPT, "uuid", PRIM_SCULPT_TYPE_SPHERE]); See also https://wiki.secondlife.com/wiki/Sculpted_Prims:_FAQ
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Griffin McAlpine
Registered User
Join date: 7 Jan 2007
Posts: 16
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06-06-2007 23:06
yes Silvia has it spot on. Ive made a few animated sculpties that have turned out quite nice. As well as using a set of sculpt textures you can also use the other llSetPrimParam(lots of stuff) commands or equivilent combined with a morphing the sculpty to get some very realistic effects.
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Robustus Hax
Registered User
Join date: 4 Feb 2007
Posts: 231
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06-07-2007 07:37
I forget where, but I saw a horse sculptie that morphed and the legs moved
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Carl Temin
Registered User
Join date: 29 Sep 2006
Posts: 39
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Animating sculpties
06-07-2007 14:18
Hey Guys
Thanks for that info you have all made my day.
Kindest regards
Carl
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Zen Zeddmore
3dprinter Enthusiast
Join date: 31 Jul 2006
Posts: 604
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06-08-2007 11:45
don't forget that UUID Gives people your sculpty ( make it no copy no mod)
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Kira Zobel
Registered User
Join date: 6 Jan 2006
Posts: 345
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06-08-2007 21:14
I'm not a scripter so I have no earthly clue how to use above script. Could somebody help me?
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Vlad Bjornson
Virtual Gardener
Join date: 11 Nov 2005
Posts: 650
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06-08-2007 23:10
From: Griffin McAlpine yes Silvia has it spot on. Ive made a few animated sculpties that have turned out quite nice. Griffin: Have you experienced your animated sculpties sometimes balloning into spheres as you switch sculpted texture maps? I have done a few tests and I sometimes get the default sphere shape as the sculpt map is switched. I assume it is just the system taking it's time to load the next image map, but I was windering if anyone has discovered a way to minimize or eliminate the glitch. You can see my animated flower test on my Caledon Highlands property. It is a large yellow daisy, touch it to change the sculpted petals. http://slurl.com/secondlife/Caledon%20Highlands/9/226/32
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Zora Spoonhammer
Registered User
Join date: 29 Jan 2006
Posts: 23
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06-09-2007 02:20
Yes, there is a good way to minimize\eliminate the glitch:
Place the sculpt map texture(s) to be used for animation onto the faces of a very tiny cube hidden underneath your object. This will force the viewer to have the texture already pre-loaded before you make the animation call.
My sculpty snake does this, and it works quite effectively.
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Vlad Bjornson
Virtual Gardener
Join date: 11 Nov 2005
Posts: 650
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06-09-2007 05:45
oooo - great idea! I am going to try that, thanks. 
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Zen Zeddmore
3dprinter Enthusiast
Join date: 31 Jul 2006
Posts: 604
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06-09-2007 08:19
What an excllent idea Zora, thank you!
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Vlad Bjornson
Virtual Gardener
Join date: 11 Nov 2005
Posts: 650
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06-09-2007 18:07
Sweet Zora, thanks again. Very clever. I tried it on my flower and it works well. sometimes the sphere's show up as everything is loading, but not just because it is animating.  And the Sculptie bitmaps are small so it is not such a big deal to preload them all.
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Zen Zeddmore
3dprinter Enthusiast
Join date: 31 Jul 2006
Posts: 604
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06-11-2007 04:17
Having tried it out ( with excellent results ), again i say thank you.
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Dirkin Electricteeth
Registered User
Join date: 16 Oct 2006
Posts: 10
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not quite sure
07-03-2007 13:55
I'm not seeing how to do this, I'm trying to animate my scultpie, I have several maps, how do I go about cycling these maps? Do I compile them all onto a single image, and have use a section of the total image as its sculpt map at a time? or do I simply have it cycle through the sculpt maps after placing them all in the objects inventory? If that's the case, how exactly is that accomplished? Could someone paste an example of the code used if that's not too much to ask? I'm not seeing anything like this in the wiki, I've spent hours looking, perhaps I'm just being dense and not seeing it.
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Zen Zeddmore
3dprinter Enthusiast
Join date: 31 Jul 2006
Posts: 604
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07-03-2007 14:51
copy the first line of post #3 of this thread and paste several in a row substitute the uuid of the sculpty texture for any given 'frame'.
NAME THIS SCRIPT WIGGLE default { state_entry() {while(1){ llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_SCULPT, "UUID OF YOUR SCULPTY GOES HERE", PRIM_SCULPT_TYPE_SPHERE]); llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_SCULPT, "UUID OF YOUR SCULPTY GOES HERE", PRIM_SCULPT_TYPE_SPHERE]); llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_SCULPT, "UUID OF YOUR SCULPTY GOES HERE", PRIM_SCULPT_TYPE_SPHERE]); llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_SCULPT, "UUID OF YOUR SCULPTY GOES HERE", PRIM_SCULPT_TYPE_SPHERE]); } } }
NAME THIS SCRIPT STOPSTART default { touch_start(integer total_number) { llSetScriptState("wiggle",TRUE); state wiggleing; } } state wiggleing { touch_start(integer total_number) { llSetScriptState("wiggle",FALSE); state default; } }
THIS THEN ALLOWS YOU TO START AND STOP YOUR ANIMATIONS BY TOUCH
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Dirkin Electricteeth
Registered User
Join date: 16 Oct 2006
Posts: 10
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You guys rule.
07-05-2007 05:45
Thank you so much!!! I'm sure I won't be the only one that will find this incredibly useful.
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ee Oh
Registered User
Join date: 23 May 2007
Posts: 17
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07-20-2007 04:36
yes.. thx a lot.. that s a post.!
is it possible to use in a special way llSetTextureAnim (ANIM_ON | LOOP, ALL_SIDES, 4, 4, 0, 0, 15.0);
replacing the string?
would be easier to put an anim, no 100 frames handling, & would costs less to upload..
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Zen Zeddmore
3dprinter Enthusiast
Join date: 31 Jul 2006
Posts: 604
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07-20-2007 11:08
i think any function call to set this up the way you're suggesting ee Oh would grab the entire texture regardless what individual portion of it was currently refrenced by the llSetTextureAnim (ANIM_ON | LOOP, ALL_SIDES, 4, 4, 0, 0, 15.0); call mayby this is one of the toted differences moving to Mono would make.
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Dirkin Electricteeth
Registered User
Join date: 16 Oct 2006
Posts: 10
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07-20-2007 13:48
I've used that for an animated texture only on a sculpt, not the actual sculpt map(rainbowcolored). I think the settextanim call only applies to the texture while the setprimblah defines the actual prim.
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ee Oh
Registered User
Join date: 23 May 2007
Posts: 17
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07-21-2007 15:26
i tryed the script setting each texture.. well it s slow.. no poss to speed it up? checked that thread.. really interesting.. /8/16/191214/1.htmlusing flash.. but this mean stream? so no inworld solution? about llSettexanim, yes that s what i though, no offset exist to set it in the sculpt definition.. and was made only for the standard texture.. it s a function that sculpts needs.. why didn t linden put that allready.. so what .. is there a way to make a smooth & fast inworld solution? forced to wait an utopic sl release ? (hope they hear us)
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Vlad Bjornson
Virtual Gardener
Join date: 11 Nov 2005
Posts: 650
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07-21-2007 16:22
I have successfully used a quicktime movie to control the shape of a sculpted prim, using an effect that I think is similar to the flash movie I heard mentioned.
The updating of the actually sculpty shape still relies on a scripted call to change the prim's parameters . Using the quicktime movie seems as fast or faster between changes than the other methods I tried. It's too bad that the client does not automatically update for each frame of the movie.
Just need to finish scripting some controls into the thing then it will be available for public viewing. It is a pretty neat effect.
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Johan Laurasia
Fully Rezzed
Join date: 31 Oct 2006
Posts: 1,394
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07-21-2007 17:39
From: Zen Zeddmore don't forget that UUID Gives people your sculpty ( make it no copy no mod) I just read a trick the other day concerning that. Since having the uuid allows someone to view and 'steal' your sculpt texture, one trick is to make make an alpha channel, fully transparent, and when someone views your sculpt texture, all they'll see is a totally clear texture, and since sculpties only use the RGB channels, the sculpted object will still work just fine.
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Jamay Greene
Registered User
Join date: 2 Jan 2007
Posts: 75
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07-21-2007 22:50
From: Johan Laurasia I just read a trick the other day concerning that. Since having the uuid allows someone to view and 'steal' your sculpt texture, one trick is to make make an alpha channel, fully transparent, and when someone views your sculpt texture, all they'll see is a totally clear texture, and since sculpties only use the RGB channels, the sculpted object will still work just fine. That will keep people from viewing the image, but if they have the UUID they can still use it even if they cant see it.
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Al Sonic
Builder Furiend
Join date: 13 Jun 2006
Posts: 162
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07-22-2007 10:16
Correct, Zen and Jamay, there's no need at all to be able to see the sculpt texture if you can see the UUID, unless perhaps one were wishing to modify it into their own shape to upload.
So if you're selling copies of it, make sure the customers can't view the script. Either that or we need an llSetPrimitiveParams function that uses the name of an unviewable texture inside the object rather than the UUID. Idunno whether we have that.
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