Free sculptie_lib_1.2.blend download
It's easy! Already have an account? Sign in here. Share More sharing options Followers 0. You are about to reply to a thread that has been inactive for days. Recommended Posts. Gaia Clary Posted November 4, ValueError: face has no texture values Second, it would be nifty if there were an option to allow an "I'm feeling lucky" operation if a texture isn't provided, which automatically performs the EAC step and adds a new texture to the image for the user. But at any rate, I personally salute you for doing this so I didn't have to.
After my original importer, there have been many requests. Obviously, full credit, kudos, hippos, and free pie will be given where it is due. Keep up the good work! It's still a fine step in the right direction, though!
Thanks, feel free to post bug reports on the UV glitches, any problems I can repeat will be fixed. I'm thinking of making the "Remove Duplicates" off by default as I find that's what I use most. It does give a quick way to check for quantizing glitches though From: Jeffrey Gomez I also have a few technical issues I'd like to address, since I was actually on the verge of writing one of these last night before stumbling across this thread: First of all.
On the first attempt to just map a cube, I hit a fall-through in the script: Yeah, I've fixed that one in my development branch, but it's not ready for release yet. From: Jeffrey Gomez Second, it would be nifty if there were an option to allow an "I'm feeling lucky" operation if a texture isn't provided, which automatically performs the EAC step and adds a new texture to the image for the user. With the EAC script, it's handy for a lot of stuff other than sculpties.
It's likely I'll move this even tighter into the Blender UI. I think "EAC from view" would be a sensible way to go as it would eliminating needing to rotate some models to get a good unwrap. I'll also be making it check selected faces so it can be mixed with other UV techniques more easily.
Given the choice between making something sculptie specific or adding a feature to Blender to make sculpties easier, I've been leaning to the 2nd option. When EAC hits version 1. Having said that, eventually I want to get to a "Export to Second Life" option which will bake all sculpties, prims possibly done in the modifier stack and textures and generate the LSL script to rebuild the set in world. Then it might even be possible to use the Blender game engine to do an alternate builder client for SL.
From: Jeffrey Gomez Third, there is still quite a bit of "manual churn" involved in properly exporting models. Though I think you are overstating it's quality. I'm particually not proud of the triangle fill.
This version I wrote the hard long way so I could understand it. I'm going to be integrating pretty closely with my website when I've time.
I want to do things like an in world version checker probably a sculptie suzanne that will trigger URL opens for downloads etc.. I think I need to get my basic stuff down first before looking at wider options. Yes, the baker does generate script fragments on the Blender console, but it's not currently doing full scripts.
I'm not sure it ever will do full scripts for animated ones as there's too many variations possible. I should have mentioned, the dimensions are the same as well as the centres, so don't need to move or scale using this method. So the actual script would vary a bit from the fragments generated which are for static ones.
Some people have also experimented with using media streams with a sculptie map video but I think that approach is too laggy. Real time animated sculpties are a resource hog, so simple two state stuff like I described with the can is a good compromise.
Though I do know some people have done multiframe animated sculpties with texture swapping. It depends on the balance of resources on a particular sim whether it's a good idea or not. I tend to target mainland with my stuff so low lag is a priority. If rotating in object mode doesn't affect the unwrap unless you apply it, then it's definately local. In the talked about "EAC from view" version, it'll be based off the view co-ordinates so at that point it'll be the viewing angle that is key.
The seam runs down the left and right edges of the UV map. The poles are top and bottom. From: Caylord Theas What are the scale buttons for. On the importer they set the local scale of the imported sculptie. Bearded Man,sculpt. Wall decoration relief sculpted. Beholder Sculpt. Max v2. Male Torso Sculpt 3D Model. Female Torso Sculpt 3D Model. Mad Hare. Dragon Head Sculpt. Sculpted leaves wall decoration. Predator head. Wall decoration sculpted leaves 2.
Triceratops base mesh. Ravenna Basilica Gate. Raptor base mesh. Planks Weathered. Base Character Male or female. Dragon cartoon. Vintage Roller Skate. Item aggregation is done for fact-finding purposes, and website Library Genesis respects the rights of copyright holders and respect dcma.
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