Prim Composer Status - March 2008

14
Mar
2008

Time for a Status Report

A lot has been happening with the development of Prim Composer and I want to take a moment to bring the community up to speed. This week I’ve been surveying the current landscape of open source tools for Second Life.

Open source and SL

libsecondlife

libsecondlife
libsl

I looked at libsecondlife, of course, to see how difficult it would be to use it to automate the prim import process. Looks good. I was able to quickly set up a working development environment, although it will take some time to fully understand the library.

OpenSim

Open source grid server
OpenSim

I also dropped in on the OpenSim project and was delighted by how much it has matured. To be honest, when I first heard about OpenSim over a year ago, I was skeptical. I’ve seen projects like this come and go with high hopes and little substance. But looking at it today, I’d say that OpenSim is poised to become a vital part of every builder’s repertoire.

OpenSim

Open source grid server

OpenSim is a backend server that utilizes the same protocol as Second Life to communicate with 3d clients such as the Second Life viewer. Because it supports SL’s protocol (via libsecondlife), it can be used with the official viewer from Linden Lab and it implements services that are similar to LL’s commercial grid.

What this means for builders is that it is now possible to run a limited, but functional equivalent of the Second Life main grid on your home computer, completely separate from Second Life and without the cost of tier or the need to connect across the internet. It’s not completely stable yet and many things are missing, but to my delight, it does actually work.

Visit a public grid

Nice build on the OpenlifeGrid
OpenlifeGrid

A good way to try OpenSim is to visit one of the public grids that are forming on the internet: OSGrid and OpenlifeGrid are two good examples. You’ll have to create a new account on their websites first, but then it is relatively simple to launch the official SL viewer and connect to these OpenSim grids. The websites for both of these grids include FAQs and forums to help you get started.

Do it yourself

You can also run OpenSim on your own computer by downloading OpenSim directly from opensimulator.org or by getting a somewhat more user-friendly Ready-To-Run version from openlifegrid.com. But I recommend going to one of the public grids first to get an introduction. For example, OSGrid has a good orientation center at Wright Plaza with posters that describe some of the finer points.

Orientation Center at Wright Plaza
Wright Plaza — OSGrid

Prim Composer

So, what does all this have to do with Prim Composer?

Freedom!

OpenSim gives us the freedom to build when and how we like. It provides a cost-free way of seeing how our builds will look in Second Life with no file upload charges. And we can demo large builds to clients without having to own or rent a sim in SL.

Greater dependence on libsecondlife

Support for OpenSim will require a change in the way prims are exported by Prim Composer to Second Life (and now OpenSim). Previously, my focus was on building a LSL-based importer which would be augmented by libsecondlife to allow easy uploading of the images and notecards needed by the LSL script.

With OpenSim in the picture, this is no longer a viable option, since LSL support in OpenSim is very limited. At some point in the future, LSL will work for this, but not right now. Essentially, this moves the focus from LSL to libsecondlife. Now, the entire import process will be driven by libsl.

Delayed release

The primary impact of this is that it will take me a little longer to finish the first version of Prim Composer, but it will also have more functionality than was originally planned for the first release. Basically, it pushes it out by about a month.

Max9 Required

Another big change is that I’ve decided that the first version will require Max9 or above. Max8 and below might be supported in a later version, but no guarantees. Please leave a comment below if this is an issue for you. I need to gauge how large is the demand for older versions.

The reason for making Max9 the minimum supported version is that .NET support was added in that version. The shift to libsecondlife puts a greater emphasis on .NET as well as XML (since libsecondlife supports an export format that is in XML). All of this is easier and cleaner with Max9’s .NET integration.

Coming in Q2 2008!

Yes, it really is almost here. Just a little bit longer. It will be worth the wait! :-)

SculptGenMax 1.0 RC4 Released!

5
Mar
2008

1.0 RC4 - Improved Usability, New Installation Procedure

ScultGenMax Homepage

WHAT’S NEW

  • New Feature: Improved Usability - save your settings! SculptGenMax remembers your choices!
  • Enhancement: Source code has been completely reorganized to support Prim Composer. Requires a new installation procedure.

Save Your Settings

RC4 has a new “Save Settings” menu
Save Settings!

RC4 brings greatly improved usability. You don’t want to use “proportional” because it reduces sculptmap detail? No problem. Uncheck “proportional” and save your settings. You’ll never have to worry about it again! RC4 will remember your preferences and restore them the next time you run 3ds Max.

Here’s a quick list of the usability changes in RC4:

  • Save your settings! New “Settings” menu allows you to save your settings between different 3ds Max sessions.
  • SculptGenMax also remembers your settings if you close the dialog and re-open it within the same 3ds Max session.
  • Improved visual clues. The X, Y, and Z fields under proportional are now blanked whenever a sculptmap is loaded from a file or the dialog settings are changed. This provides a visual clue that the bitmap being displayed was not generated with the dialog’s current settings.
  • Imported objects are named after the sculptmap. So, if you load a sculptmap named “banana.bmp”, the imported object will be given a name such as “banana.bmp01″. This helps you keep track of the sculptmap that was used to create a particular object.

New Installation Procedure

Copy the primcomposer directory into stdscripts
Copy primcomposer directory to stdscripts

The source code for RC4 has been reorganized to better support the upcoming product: Prim Composer (see next heading). While this doesn’t change the way SculptGenMax works, it does require a small change in the installation procedure.

Previous versions of SculptGenMax were packaged as a single .ms maxscript file that you simply had to execute. RC4 is packaged as several files, some of which have to be copied into place before you start 3ds Max. An installer is planned, but not yet available. Until then, we will have to install SculptGenMax manually using the following procedure:

  • Quit 3ds Max if it is running.
  • Copy the “primcomposer” directory that comes with SculptGenMax into 3DSMAX_HOME/stdplugs/stdscripts/ (where 3DSMAX_HOME is the directory in which 3ds Max is installed). If this is done correctly, then there will be a directory stdscripts/primcomposer/ that will contain several files such as sculptie-mapgen.ms and sculptie-import.ms
  • restart 3ds Max
  • in 3ds Max, MAXScript>Run Script…, and select SculptGenMax.ms in the file dialog and press “Open”.
  • if this is your first time installing ScultGenMax, you will also need to create a custom button. Refer to the installation instructions for more info.

Basically, the installation is the same as before, except that you now have to copy the primcomposer directory to stdscripts. Post a message in the support forums if you have problems.

Prim Composer is Coming!

Source Code reorganized to support Prim Composer
Source Code Reorganized

As mentioned, the source code for RC4 has also been completely reorganized so that it can be used in conjunction with the upcoming release of Prim Composer. Many of you have been anxiously awaiting Prim Composer, but in case this is new, here’s a brief explanation.

Prim Composer takes building to the next level in 3ds Max. It is a complete offline building environment that supports both sculpties and conventional prims.

  • Create sculpties in 3ds Max.
  • Create traditional prims in 3ds Max such as boxes and spheres using the standard SL parameters such as cut and hollow.
  • Select a group of sculpties and prims within a 3ds Max scene and scale them as a group using the mouse. Scaling works automatically to limit the size of any prim in the selection so that no prim gets too large or small to be a valid prim in SL.
  • Export the 3ds Max scene of sculpties and prims to disk and import them automatically into Second Life as a single object. Size, location, and rotation of prims is automatically preserved so that the resulting set of prims in Second Life looks exactly the same as in 3ds Max.

Well, that’s the goal, at least. The first version will require some manual intervention such as creating and pasting notecards and uploading images. But the plan is for all of this to be automated as much as possible using things like libsecondlife or perhaps a modified client. And the first version will not support texturing. You will still have to manually texture the prims in SL once they’ve been uploaded.

But it is still a huge leap forward for SL building in 3ds Max. And it’s coming very soon now! The changes in SculptGenMax 1.0rc4 make it possible for Prim Composer to delegate to SculptGenMax for common tasks such as importing objects and generating sculptmaps.

Stay tuned!

SculptGenMax 1.0 RC3 Released!

26
Feb
2008

1.0 RC3 - Includes Planar Fix and Tiny Sculpties!

ScultGenMax Homepage

WHAT’S NEW

  • New Feature: Tiny Sculpties - easily create sculpties that are less than 1 cm in diameter.
  • Bug Fixed: Planar sculpties work better. In previous versions, the 33rd column of the sculptmap was being ignored.
  • Addition: LSL scripts for changing between different topologies are now included in the download.
Create sculpties less than 1 cm in diameter!
New! Tiny Sculpties!

Tiny Sculpties

The real world is full of tiny things and so too is the virtual world of Second Life. With conventional prims, builders use techniques such as cutting and dimpling to make objects smaller than the 1cm minimum prim size. For sculpties, we need something different.

Create tiny sculpties in SculptGenMax! RC3 adds a new field to the SculptGenMax dialog called “multiplier”. This multiplier has a value between 0.1 and 1.0 and is active whenever proportional mode is checked. At a value of 1.0, SculptGenMax works normally and the objects produced will be scalable in size from 1cm to 10m. Set the value to 0.1 and the size range of the resulting objects will be reduced by 10 (ranging in size between 1mm and 1m). See the photo on the right for an example of what a 1mm disco ball looks like. The object behind it is a 1cm cube.

This new feature is a welcome addition, but there are a few things to keep in mind:

  • The multiplier only affects sculptmaps that you generate after setting its value. So, to generate a tiny sculptmap, you must set the multiplier and then generate the sculptmap.
  • The multiplier has to be between 0.1 and 1.0. You can set this manually by clicking inside the slider and typing in a number, but be sure to press return to make sure that your value is registered.
  • Be aware that tiny sculpties will have less detail than their normal-sized equivalents.
  • Let me know how it works for you! Leave a comment about your experiences!
RC3 includes the new “multiplier” field for creating tiny sculpties.
1.0rc3 Dialog

Planar Sculpties and the 33rd column

RC3 also fixes a bug in the handling of sculptmaps with a plane topology.

Sculpties with the sphere, torus, and cylinder topologies have sculptmaps with 32 usable columns. Previous versions of SculptGenMax used this number of columns for planar sculpties, as well. But it turns out that sculptmaps are actually capable of encoding 33 columns of information. In the case of sphere, torus, and cylinder, this 33rd column is unused because the topologies wrap horizontally. But planar sculpties do not wrap and thus are capable of using the 33rd column.

Big thanks to Gearsawe Stonecutter for pointing this out.

RC3 changes the way that sculptmaps are handled in two ways:

  • All sculptmaps are generated with 33 columns. (previously only 32 columns were generated)
  • When a planar sculptie is imported by pasting into the scene, 33 columns are used to generate the object in 3ds Max.

From a practical standpoint, most people won’t notice the change. But please post a message on the support forums if you encounter problems.

SculptGenMax 1.0 RC2 Released!

21
Dec
2007

1.0 RC2 - Includes important New Features and Bug Fixes!

ScultGenMax Homepage

Easily create sculpties with both hard and smooth parts at the same time.
Mixed Resolution Meshes

WHAT’S NEW

Use lower resolution meshes to create hard edges.
Disco Balls

OVERVIEW

This is a major release with important new features and bug fixes. If you had problems in RC1 importing sculptmaps, then give this a try.

RC2 revolutionizes the process of sculptie creation in SculptGenMax. All previous versions required a fixed-resolution 32×32 mesh with a nearly-perfect vertex grid as the UV map. RC2 can handle meshes with both larger and smaller resolutions and even meshes with mixed mesh resolutions. And it no longer requires a perfect UV map. Many UV maps that aren’t even close to a perfect grid will now work.

RC2 no longer requires a nearly-perfect grid for a UV map
Horrible UV, but it works!

How to use it

If you don’t need the full detail of a 32×32 mesh, you don’t have to use it. Start with an 8×8 or 16×16 mesh instead. Then, if you need more detail in one part of it, apply a Mesh Select to select the part that needs more detail, and then MeshSmooth to smooth out that part. You can also use Tessellate instead of MeshSmooth and probably other modifiers. I haven’t had time to fully explore this, but it opens a world of new possibilities!

Notice how the top part is a very low resolution whereas the bottom is more smooth.
Mixed Resolution Scultmap

Many of the modifiers such as MeshSmooth will create UV maps that are very un-gridlike. RC2 doesn’t care. It will happily devour many of them and create a valid sculptmap. However, there is one important thing to remember. Any surface textures that you bake from the sculptie must have a perfect grid UV Map or they won’t work properly in SL. So, if you want to bake textures for these sculpties, you will need to generate the sculptmap and then import the sculptmap back into the scene. The process of importing will create a new sculptie in 3ds Max that has the same shape as your original, but with a correct UV Map for baking.

Conclusion

There’s a lot to play with here and I’ve only just started to understand how this can be used to create new types of sculpties in 3ds Max. It opens lots of possibilities and a lot of questions as well. If you need help with this, feel free to ask in the SculptGenMax support forums. You don’t need to register and it will make sure that your questions (and the answers) are visible to the entire SL community (including the teen grid which does not have access to adult SL forums).

Enjoy! And let me know how it goes…

–Shack

SculptGenMax 1.0 Released

19
Dec
2007

1.0 RC1 is hereby officially released!

ScultGenMax Homepage

Import the Linden banana into 3ds Max!
SculptGenMax

FEATURES

  • torus, plane, and cylinder SUPPORTED
  • import sculpties INTO 3ds Max as well as export them out.
  • completely new, faster algorithm.
  • vastly improved installation and FAQ instructions
  • new website with dedicated support forums

WARNING: There’s lots to love here, but please be patient if you encounter difficulties. This version is probably more sensitive than previous versions to the quality of your UV map. Do not install this if you are on a deadline and the previous version is working for you.

If you encounter problems, please post to the new support forums at liferain.com. You don’t need to register and it will make sure that your questions (and the answers) are visible to the entire SL community (including the teen grid which does not have access to adult SL forums).

Enjoy! And let me know how it goes…

–Shack

Welcome!

12
Dec
2007

Welcome to Liferain’s Downloads and Support page!

Come here to get the latest news about scripts, plugins, and other downloads at liferain.com.

Including:

  • New Releases
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Enjoy your visit!






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