Maris Kanto
Registered User
Join date: 4 Dec 2007
Posts: 47
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01-25-2009 14:05
Hello guys,
has any of you found the way how to edit several blender objects at once? for example i need to deform 3 shapes without loosing the way they are visually connected to each other.
so far ive come up with ctrl-j (join objects), so far so good, deformations really take place for all the joined objects as it would be one.
problems start once i separate them back to initial state so they are no more joined:
a) Domino's RC export script seems not to be able to get the correct mesh_type info during the export (all mesh types are now PRIM_SCULPT_TYPE_SPHERE even if they werent);
b) original object names in Blender are also lost, after separation they are named after root objects name by adding .00x at the end of the ex-childs.
Any ideas for better approach? Thanks
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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01-25-2009 17:50
Hi;
I am meanwhile using the RC-candidates of Domino's scripts. I am not sure, if they behave differently than the released versions regarding separated objects...
So here is what i do after separating previously joined objects:
1.) rename the objects back to reasonable names in blender. 2.) bake the sculpties either one by one or all at the same time. 3.) export them.
I too have seen, that the sculpties are all of PRIM_SCULPTY_TYPE_SPHERE, but the sculpties do not seem to be affected. I guess this is, because the UV-map has allready been created during creation time of the sculpt-mesh and the exporter does simply not take care about the PRIM_SCULPTY_TYPE any more, becasue everything is in the UV-map ?
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Maris Kanto
Registered User
Join date: 4 Dec 2007
Posts: 47
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01-25-2009 23:36
From: Gaia Clary I too have seen, that the sculpties are all of PRIM_SCULPTY_TYPE_SPHERE, but the sculpties do not seem to be affected. I guess this is, because the UV-map has allready been created during creation time of the sculpt-mesh and the exporter does simply not take care about the PRIM_SCULPTY_TYPE any more, becasue everything is in the UV-map ?
Yes, but if you use the Domino's LSL exported script which takes care of placing and composing multiple sulpties in SL, then this is a problem, since script sets the wrong sculpt types in SL. And if it is wrong, then sculptie will also look wrong, for example my sculpt type = cilinder, but it is set to sphere. If you are after precisely detailed product - this makes a difference at the end. I wonder, whether i can manually set the sculpt types back to their initial values in Blender somehow?
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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01-26-2009 00:15
From: Maris Kanto I wonder, whether i can manually set the sculpt types back to their initial values in Blender somehow? I remember that i found a note about how to change the object properties in Domino's thread, but i can not remember, how it could be done manualy. Which version of the scripts do you use ? I think, i know, how to patch the scripts to make this function available in blender...
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Maris Kanto
Registered User
Join date: 4 Dec 2007
Posts: 47
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01-26-2009 00:21
From: Gaia Clary I remember that i found a note about how to change the object properties in Domino's thread, but i can not remember, how it could be done manualy.
Which version of the scripts do you use ? I think, i know, how to patch the scripts to make this function available in blender... I've just patched the Domino's RC export_lsl python script so it finally makes it possible to get on single LSL script which takes care of multiple prims. However python script's mathematical and info-retrieval part from the blender object's is not affected. By the way - i found the way to manually correct the prim properties after separation. They are located in the Logic tab (F4). LL_SCULPT_TYPE (SPHERE = 1, TORUS = 2, PLANE = 3, CYLINDER = 4, HEMI = 5). It simply seems that object joining keeps the last selected object's parameters and eats the rest.
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