Linden technical dept have you read/seen this about building?
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PetGirl Bergman
Fellow Creature:-)
Join date: 16 Feb 2005
Posts: 2,414
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05-31-2005 02:03
FIRST: /8/f6/48430/1.htmlStep and Repeat -Space Align -??? Probably its me that havent find it.. In Quark (layout program) we have Step an Repeat - a useful tool where you can write in how many repeats you want (of an object) and how long between them you want... We also have a tool for center object inside an other object.. Is this something that we have in the SL software or something we maybe want in 2.0 -??? I miss it... **** NEXT: /8/d2/48332/1.html”Ok next question - a follow up  ) The hole are now done in a 10m * 10m squere and it got at once in the center... But i want it moved ca 2 meter to the right... What can i do.. can I in some way move it IN the 10*10 m box or must i make a new one at the side.. and link them??? ... smiles...” Answer: Answer. ”You only get one hole per prim & always in the middle of it, until LL drastically updates the hollow function. Sounds like you need another prim.” **
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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05-31-2005 10:05
Petgirl, if you want these features, I'd recommend starting a vote proposal on them. If there's significant interest from the community, LL will make it a priority. On the "step & repeat" thing, just about every 3D modeling package can do what you're talking about (the term used in most of them is "duplicate options"  except of course SL. I too would love options for duplication besides just "make an exact copy". There should be options not only for the number of duplicates to produce and their distance from eachother, but also their rotation, scale, etc. However, I'm not convinced that should be a priority when there are a lot bigger things that need fixing. For now, it's easy enough to drop scripts into objects that will produce these results or to do it by hand. As for hole placement, yes, again I agree. It would be great to be able to specify where a hole goes in a prim. I suspect though that this may be a more complicated task than it sounds. Right now holes originate at the origin of the prim. Allowing the hole to start somewhere else would likely be much more computationally expensive. Keep in mind SL needs to be stramlined since it is a real time streaming application. The date sent back & forth has to be as small as possible to keep things live. Generally I've found from talking to LL people that things I think are so simple that I can't figure out how they could have left them out turn out to be things that are much more complicated than they appear for reasons I never thought of. Of course there are also more than a few things that actually are that simple, but they either just didn't think of them or didn't get to them yet. I find the former is usually the case though.
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PetGirl Bergman
Fellow Creature:-)
Join date: 16 Feb 2005
Posts: 2,414
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05-31-2005 10:55
Vote proposal? Pls. can some explain that to me... I am nearly complete new to 3D - first time in my life was some sort of Adobe software.. at that time i was 18 or so.. at fathers comp... Yes tks.. for your answer... i keep it in my mind.. promise! But - ”Dreams are the things reality (SL= Reality?) are made from...” My I wish it can be like that, anyway  )) - I dream a lot.. Next.. there are 3D software out here IRL.. can I do a house and import it into SL? or is that a Dream that one day can.... hmmmm be. be .. be a Sl reality (Maybe?)...
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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05-31-2005 11:29
You can make a proposal at www.secondlife.com/vote. That Adobe software you're referring to was most likely Adobe Atmosphere. It was a terrible program, and it didn't last very long, but I think it was Adobe's only real stab at 3D to date. When they scrapped it, they put pieces of it into other programs like Illustrator, Photoshop, and Acrobat, which is why those programs have limited perspective and 3D rotation tools now. As for importing 3D models into SL, this cannot be done. The reason is again, due to SL's streaming nature. In SL, every object is made up of a common set of components (prims), which every client machine knows how to make. Therefore, the only data that needs to stream is where to put them, what size to make them, how to rotate them, etc., which is a tiny amount of information. No actual data about what a prim is and how to make it (which would be big) actually needs to travel across the internet. In this way, SL is able to operate at real-time speed. If external 3D models were imported, then every piece of information about how to build them would have to be streamed to every single client for every single object. That would be a huge amount of data, and SL would consequently run at a snail's pace. Until the internet reaches Star Trek like speeds, we're not likely to ever be able to use "real" 3D models in any practical sense in SL. LL has said they're interested in the concept, but I doubt we'll see it for a long, long time. That having been said, Geoffry Gomez has created a 3D model importer, which can take an OBJ file and reproduce it in SL by substituting a cube for each polygonal face. It's very impressive for sure, but even Geoffry would tell you it's not exactly practical for every day use. If you're interested, it's in the scripting forum.
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
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05-31-2005 19:11
From: Chosen Few That having been said, Geoffry Gomez has created a 3D model importer, which can take an OBJ file and reproduce it in SL by substituting a cube for each polygonal face. It's very impressive for sure, but even Geoffry would tell you it's not exactly practical for every day use. If you're interested, it's in the scripting forum. Ow. First off, it's "Jeffrey." Second off, you can find it here. Thanks for the plug. And to wrap things up, I'm working on such a tool to create builds offline (with emulated prims, imports, and other goodies). It's on hold because I have much too much to do with Game Dev and reality, but should be around later in the year.
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Rmike Javelin
Muskrat Pilot
Join date: 20 Mar 2005
Posts: 159
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You may be the messenger!
05-31-2005 21:09
From: Chosen Few You can make a proposal at www.secondlife.com/vote. . . .<snip> As for importing 3D models into SL, this cannot be done. The reason is again, due to SL's streaming nature. In SL, every object is made up of a common set of components (prims), which every client machine knows how to make. Therefore, the only data that needs to stream is where to put them, what size to make them, how to rotate them, etc., which is a tiny amount of information. No actual data about what a prim is and how to make it (which would be big) actually needs to travel across the internet. In this way, SL is able to operate at real-time speed. If external 3D models were imported, then every piece of information about how to build them would have to be streamed to every single client for every single object. That would be a huge amount of data, and SL would consequently run at a snail's pace. Until the internet reaches Star Trek like speeds, we're not likely to ever be able to use "real" 3D models in any practical sense in SL. LL has said they're interested in the concept, but I doubt we'll see it for a long, long time.<snip> I hope you realize that you are one who can put this concept into digestable form. As a user of Blender, and Wings 3D modeling apps, I've been asked by non-SL folks about this, and was unable to explain in such a clear manner. SL needs people like yourself, who can put hard-to-grasp concepts into digestable form. If it didn't cost so damned much, I'd give you lots of high rates Thanks, you took me a few levels higher on the comprehension scale! 
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
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05-31-2005 21:14
From: Rmike Javelin As a user of Blender, and Wings 3D modeling apps, I've been asked by non-SL folks about this, and was unable to explain in such a clear manner. Woohoo, a Blenderhead! You'll be pleased to know that I'm planning to write the stuff for my tool into a .blend file, or just a simple .py. 
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PetGirl Bergman
Fellow Creature:-)
Join date: 16 Feb 2005
Posts: 2,414
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05-31-2005 21:47
Tks all for all explanations!!
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Foolish Frost
Grand Technomancer
Join date: 7 Mar 2005
Posts: 1,433
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06-01-2005 10:00
WOOT! Go Blender!
I'm a Blender user from wayyy back. Let me know when you have that setup!
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Chosen Few
Alpha Channel Slave
Join date: 16 Jan 2004
Posts: 7,496
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06-01-2005 10:22
From: Jeffrey Gomez Ow. First off, it's "Jeffrey." Second off, you can find it here. Thanks for the plug. And to wrap things up, I'm working on such a tool to create builds offline (with emulated prims, imports, and other goodies). It's on hold because I have much too much to do with Game Dev and reality, but should be around later in the year. Oops. Sorry for the misspelling, Jeffry. I've been a fan of yours for a while now, but I don't think we've spoken directly until now. Sorry we had to start off like that. From: Rmike Javelin I hope you realize that you are one who can put this concept into digestable form. As a user of Blender, and Wings 3D modeling apps, I've been asked by non-SL folks about this, and was unable to explain in such a clear manner. SL needs people like yourself, who can put hard-to-grasp concepts into digestable form. If it didn't cost so damned much, I'd give you lots of high rates
Thanks, you took me a few levels higher on the comprehension scale! Thanks for the high praise, Rmike. Just glad I could help. That's what these forums are supposed to be for afterall. We're all building a new world together here, and the only way to make it great is help eachother as much as we can. From: PetGirl Bergman Tks all for all explanations!! Most welcome.
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Land now available for rent in Indigo. Low rates. Quiet, low-lag mainland sim with good neighbors. IM me in-world if you're interested.
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Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
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06-01-2005 14:32
You can do this with a simple script similar to the one I present below, or just set up an appropriate grid and use shift-drag. I havent tested the script, just typed it into the forum, so if it doesnt work, feel free to saw me in half with a stick. Also, it wont work if llVecMag(offset) >10 due to limitations in llSetPos. For larger builds you can use llMoveToTarget, or iterate over llSetPos until its within a certain vicinity of its destination vector. Autorezzors arent rocket science 
vector offset = <0,0,1>; integer numObjects = 5;
default { touch_start(integer total) { integer i; vector myPos = llGetPos(); for(i = 0; i < numObjects; i++) { llSetPos(myPos+offset); llRezObject(llGetInventoryName(INVENTORY_OBJECT, 0), llGetPos(), llGetVel(), llGetRot(), 0); } }
}
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