3ds Max - Sculpted Prims exporter Petition / pledges
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Cindy Crabgrass
Crashed to Desktop
Join date: 9 Sep 2006
Posts: 158
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05-17-2007 17:42
From: SuezanneC Baskerville Do any of the modelling programs have a "shrinkwrap" command, which would let you create an arbitrary model, then create a sphere ( for sculpted prim making), select them, execute the shrinkwrap command, and it would move the points in the sphere to approximate the arbitrary model?
Note: I'm not asking about the presence of a command called shrinkwrap, rather one that accomplishes the effect described above. 'Soft Body Simulation', in Blender and other good programs, can do something like this. I tried it. Note : the attached .blend File is not a Template for Sculpties, only a (bad) Example of Soft Body Shrinkwrapping.
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Abu Nasu
Code Monkey
Join date: 17 Jun 2006
Posts: 476
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05-21-2007 03:37
Don't you just adore hunting around in a beta?
Looks like they fixed the single axis invert. If you are using the 3DS Max shader that I posted, you will have to invert the Y axis. Open the material, find Mult G, and swap the values in the Gradient Ramp. Make the other side pure white and the opposite is pure magenta. Save it and should be good to go.
And it looks like they fixed the texture rotation. When you apply a texture, it will be on the sculptie 'as expected' or whatever. The top of the texture will be the north pole and the bottom of the texture will be the south pole. Something like that.
I also did a bit of playing with rotating the texture in the Texture dialog on the beta grid. It looks to me like rotation of the texture happens around the Y axis.
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Chip Midnight
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Join date: 1 May 2003
Posts: 10,231
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05-21-2007 06:43
I'm glad they fixed that. It took me quite a while to figure out that I had to rotate the texture 90 degrees and flip it to get it properly aligned with the sculpt map.
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Elle Pollack
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Join date: 12 Oct 2004
Posts: 796
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05-23-2007 06:21
Well, I've figured out what I wasn't doing and I appear to have gotten a bunch of misshapen teapots. In the process I've discovered a coupple things....
1: You can edit points on the projection cage, bringing them closer together in order to get more detail on an area. 2: Editing the projection cage is hard...it doesn't behave like an editable mesh. 3: The auto-fit sucks and I usualy can't get anything unless I reset it back to the default sphere.
I can maybe get a start on a tutorial later and wikify it so others can pitch in.
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Dimentox Travanti
DCS Coder
Join date: 10 Sep 2006
Posts: 228
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05-23-2007 11:11
I just found this... Can anyone test it for use with the Sculptie exporter for open nurbs? the Rhino .3dm http://www.highend3d.com/downloads/tools/3d_converters/PolyTrans-for-MAX-3D-conversion-plug-in-system-3698.htmlPolyTrans-for-MAX 3D conversion plug-in system 4.3.0 Use this with the 3dm SL sculptie exporter. This can export into that format!
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Shack Dougall
self become: Object new
Join date: 9 Aug 2004
Posts: 1,028
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05-23-2007 11:19
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Abu Nasu
Code Monkey
Join date: 17 Jun 2006
Posts: 476
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05-24-2007 05:55
Just a minor little update from little ol' me.
I'm finally catching up on stuff.
my current plan: - knock out some product this afternoon - write a basic tutorial tomorrow morning using the shader i posted - get more in-depth as things go
As far as in-depth goes, I'm not sure what direction I'll end up going in. I mean, there are quite a few different considerations that are inter-woven and yet distinctly seperate. Putting together such a matrix of knowledge isn't always easy.
I would also like to eventually explore some of the other directions you other Max-Heads are going in. You know, ferret out the quirks, work-arounds, pros, and cons. When would you use one approach over another? That kind of stuff.
If y'all don't hear from me in about a week, send the dawgs.
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Elle Pollack
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Join date: 12 Oct 2004
Posts: 796
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05-24-2007 07:26
3ds Max, to ny knowledge, doesn't have any import/export, 3rd party or otherwise, for 3dm files. I'd be glad if someone proved me wrong of course.
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Chip Midnight
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Join date: 1 May 2003
Posts: 10,231
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05-24-2007 09:34
From: Elle Pollack 3ds Max, to ny knowledge, doesn't have any import/export, 3rd party or otherwise, for 3dm files. I'd be glad if someone proved me wrong of course. There's a commercial importer from nPower. You can find it here: http://www.npowersoftware.com/pressreleases/pressreleasePoweRhinoToMax.html
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Elle Pollack
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Join date: 12 Oct 2004
Posts: 796
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05-24-2007 13:05
Ah, and I missed the link Dimontox posted too (didn't see it until I was reading the talk page on the 3d software guide. I've got a demo of Rhino/a copy of MoI and a copy of 3dm2sculpt but I'm lacking in time this weekend (my aunt's getting married), so if I get to testing it it won't be very soon.
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Hewitt Huet
Registered User
Join date: 25 Mar 2007
Posts: 3
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Any thoughts for user of older versions?
06-05-2007 14:51
I am itching to get started with sculpties! Have a friend whos had 3DS max R3 for years, and he wantws to help me, but I dont know where to direct him for a plugin or any methos that will work with R3. Any of you gurus know?  HH
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Auryn Sapeur
Registered User
Join date: 8 Sep 2005
Posts: 107
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06-12-2007 21:11
From: Abu Nasu Looks like I finally got my shader up and running to my satifaction. Well, mostly to my satisfaction. The angles and directions are quite how I think, but they are proper.
As near as I can tell, only y is flipped. This caused a decent round or two of trial-n-error. Ugh!
One trick I did pull in the newer shader is that I mirrored the gradient. This means tile and offset had to be tweaked. Why did I mirror? Because interpolation and tiling don't always get along. I've seen edges get artifacts because of wrap-around. This can cause not good things to happen. This can be especially true when dealing with such small images being used for big things. Nothing like a dimple at the bounding box edges. Ugh! I'll clarify this when I get to my tutorials.
Bake it, upload, apply, and scale to taste.
If it doesn't work for you dispite my testing, let me know.
And I'll have a few tutorials up soon. Okay... since I've learned from the 3DS Max School of Help Menu and Dumb Luck how do I bring this into Max?
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Fiona Branagh
... or her equivalent.
Join date: 1 Feb 2007
Posts: 156
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06-13-2007 09:47
Call me an idjit (that'd be fine  ) but Abu's material does nothing for me. I've added it to my materials, dragged it onto the modeled object, and projected the texture. This results in a gray version of the texture map and in no way resembles a sculpty map. Obviously, there's some sort of user error going on here :>
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Raske Soyer
Registered User
Join date: 8 Feb 2006
Posts: 19
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06-13-2007 10:15
I was getting that when I assigned the wrong material to the object. Abu's file is a material library, so make sure you are assigning the proper one..there are others in it  The one you want to be using is named "Sculptie Object XYZ". Hope that helps.
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Fiona Branagh
... or her equivalent.
Join date: 1 Feb 2007
Posts: 156
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06-13-2007 10:33
Thanks, that's it  I rarely use Max as I normally build in Maya so I'm a bit rusty.
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Auryn Sapeur
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Join date: 8 Sep 2005
Posts: 107
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06-13-2007 11:05
From: Raske Soyer I was getting that when I assigned the wrong material to the object. Abu's file is a material library, so make sure you are assigning the proper one..there are others in it  The one you want to be using is named "Sculptie Object XYZ". Hope that helps. Uhm... for us "Help Menu/Dumb Luck" people... how exactly do you do that?
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Raske Soyer
Registered User
Join date: 8 Feb 2006
Posts: 19
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06-13-2007 11:28
From: Auryn Sapeur Uhm... for us "Help Menu/Dumb Luck" people... how exactly do you do that? hit "M" to get into the material window, then click the icon for get material. That opens a new window, at the top left on the radio buttons pick "mtl library" this changes the bottom left section where you click "open" then navigate to your material library.. then after you open it you see the list of materials in the library. You can either drag it into the material window from there or directly to your object.
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Chip Midnight
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Join date: 1 May 2003
Posts: 10,231
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06-13-2007 11:29
The file in the zip is a material library file. To use it, extract it from the zip, open the material editor in Max, select "get material" and set it to browse from "Mtl Library." Then click File "open," browse to the matlib you unizipped from Abu's file and open it. When it opens, drag the material out of the library into an open texture slot in the material editor. From there you can assign it to your mesh.
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Chip Midnight
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Join date: 1 May 2003
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06-13-2007 11:30
From: Fiona Branagh Call me an idjit (that'd be fine  ) but Abu's material does nothing for me. I've added it to my materials, dragged it onto the modeled object, and projected the texture. This results in a gray version of the texture map and in no way resembles a sculpty map. Obviously, there's some sort of user error going on here :> My guess would be that you didn't enable the projection modifier in the render to texture dialog box, but without seeing the actual result you're getting it's just a guess.
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Auryn Sapeur
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Join date: 8 Sep 2005
Posts: 107
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06-13-2007 14:19
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Fiona Branagh
... or her equivalent.
Join date: 1 Feb 2007
Posts: 156
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06-13-2007 14:27
Don't worry, it's all fixed. I wasn't pulling in the proper material.
Thanks to everyone for the assistance!
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Chip Midnight
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Join date: 1 May 2003
Posts: 10,231
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06-13-2007 15:01
From: Auryn Sapeur Okay... so why does mine come out like this? In the render to texture dialog you have it set to use automatic UV unwrap instead of the existing map channel 1.
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Auryn Sapeur
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Join date: 8 Sep 2005
Posts: 107
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06-13-2007 15:12
From: Chip Midnight In the render to texture dialog you have it set to use automatic UV unwrap instead of the existing map channel 1. I still get the same thing. Though mine says "Use Automatic Unwrap" isntead of having the "UV" in there. Don't know if that makes a difference or not.
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Chip Midnight
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Join date: 1 May 2003
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06-13-2007 15:53
From: Auryn Sapeur I still get the same thing. Though mine says "Use Automatic Unwrap" isntead of having the "UV" in there. Don't know if that makes a difference or not. I was going by memory. It doesn't make a difference. If you're still getting the same thing then the object you're trying to bake or use as a projection cage has the wrong topology/UVW mapping.
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Auryn Sapeur
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Join date: 8 Sep 2005
Posts: 107
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06-13-2007 17:21
From: Chip Midnight I was going by memory. It doesn't make a difference. If you're still getting the same thing then the object you're trying to bake or use as a projection cage has the wrong topology/UVW mapping. Well, I don't know what I'm flipping doing wrong I can't get a simple modified spehere to correctly create the map *sighs*.
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