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Import

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Nexii - Guest

7:37 pm - Aug 14, 2008

1

So any plans for an import? Or at least some way to do it? Like using a LSL script to output prim params stuff and then copy-pasting that into a textbox query of prim composer? I am trying to bake a load of normal prims but its very tough and utterly slow to replicate all the things by hand atm. I would be glad to help with this if I can since I intend to do this for many things and upload fees are of no concern.


I have used GLIntercept with a modification to import models straight before it goes into the graphics cards from the pipeline to get all the prims, but it would prolly be better if those behaved like prims. (also the model importer tends to miss out on a lot of polygons which is a shame)


I am going to look at the prim composer scripts to try understand how it works and see if I can do anything. Regarding the LSL script I could whip that up in a matter of seconds when needed.

Shack Dougall - Admin

7:45 pm - Aug 14, 2008

posts 368

2

I clearly say at the end of this post that texture importing will be in the next release.  Probably in a week.  Two weeks at the most.

Nexii - Guest

9:09 pm - Aug 14, 2008

3

Right, but I meant importing Prims, not Textures.


But the end of the post does say this though:

inventory integration — Move textures and objects from your inventory to 3ds Max and back.”


I was thinking more along the lines of objects that are inworld already and I am specifically keen about keeping the precisely same coords as they have now.

Shack Dougall - Admin

9:43 pm - Aug 14, 2008

posts 368

4

You confused me with the phrase “bake a load of normal prims”.   I'm right in the middle of implementing baked textures.

SL to 3ds Max is coming in about 3 months.

steffy - Member

4:00 pm - Aug 31, 2008

posts 13

5

not to be a party pooper or anything, but was thinking.

The import feature

( although it would be nice to export some of my older sl models, so I can refine them in 3dmax hehe)

Is a feature you have to be careful with, some of the more imoral people might use it to export models that aren't there own from SL.

Shack Dougall - Admin

5:19 pm - Aug 31, 2008

posts 368

6

steffy said:

not to be a party pooper or anything, but was thinking.


I am so utterly and completely sick of the endless threads about this issue.  And I'm angry that human nature is such that we have to worry about it.

Maxport is closed-source for exactly this reason.  I'm on top of it.


steffy - Member

5:54 pm - Aug 31, 2008

posts 13

7

sorry about that ^_^;;


Just wouldn't want LL to do something silly to ruin your plugins export to SL feature in an attempt to “solve” the issue. so figured I'd mention it incase it was something that hadn't been thought about.

Shack Dougall - Admin

5:31 pm - Nov 17, 2008

posts 368

8

Nexii said:

Right, but I meant importing Prims, not Textures.

I was thinking more along the lines of objects that are inworld already and I am specifically keen about keeping the precisely same coords as they have now.


This is supported in Prim Composer 1.1 (released Nov 14th). 

You can export scenes from Second Life and import them into 3ds Max.  See the announcement here.



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