Nov
2008
Article Overview
- New SculptShape button and NURBS support
- Introducing the Maxproxy exporter: Copyright issues and program architecture
- Using Maxproxy to export from Second Life
- What's new in Maxport and 3ds Max
- A proposal for determining texture export rights
- ALL (printer friendly)
Textures
Finally, a few words about textures and how I plan to export them in the future. As explained earlier, the guiding principle is that one should be able to export anything that they have created.
The problem with textures is that it isn’t always easy or even possible to know who created it. When a full perms texture is applied to a prim, only the Asset UUID of the texture is stored with the prim. The creator, owner, and all other permission information is stored in the user’s inventory. In this case, the only way to determine the creator of the texture is to search the user’s entire inventory for the original texture item that was applied to the prim.
This is unsatisfying for two reasons. First, many people have very large inventories and this can be a costly search to perform. But a more important issue is the fact that the original texture may not exist in inventory at all, since the texture could have been deleted from inventory after it was applied to the prim. And if it has been deleted, then there is no way to determine if the user was its creator.
The solution that I’m currently contemplating is to search for old textures in inventory. If the texture cannot be found, then Maxproxy will assume that the user is not the creator.
New prims uploaded by Prim Composer will have an encrypted notecard that will be used to certify the identity of the texture creator. One reason that I think it is important to have this mechanism for uploaded prims is that there isn’t a compelling reason why creators should want to or be required to keep baked textures in their inventories. By their nature, baked textures are specific to a particular prim and do not lend themselves to reuse.
I’m hoping to get a first pass at this in the next release.
See also: Prim Composer – Support.
[...] The full release notes explain the export process: [...]
I’m trying to export out of an local opensim region through Hippo OpenSim Viewer. I have the “proxy ready at 8080″ using the uri switch to 9000, but when I load the viewer maxproxy isnt loaded.
Sorry for the late reply. Hippo doesn’t seem to use the –loginuri switch. Instead, it has the “Grids” button on the login screen.
To use Hippo with Maxproxy, you need to add a grid to Hippo that has the Maxproxy loginuri.
I was reading some pages of the site, including installation orders, but from some reason there were no buttons added to my 3ds Max for creating sculpt, at all.
I was wondering if I have installed it right and went over the whole thing again, but found no errors, therefore I believe I did right, but something is still not working properly.
Maybe someone can assist me with it. Is there another stage after coping the “primecomposer” directory to the max “stdscripts”? Which files am I suppose to copy to 3ds max and to what directory?
Sorry for all the question, but I really want to start using it
BTW, if anyone has good tutorials for it, it’ll be great.
Thanks ahead
What version of 3ds Max do you have? Sometimes you have to restart 3ds Max twice after installation before it fully works. Do you see the “Prim Composer” menu in the top/main 3ds Max menu bar?
Yeah, I found it.
Now just need to figure out how to use it. Not as simple as I thought
The Prim Composer FAQ should answer most of your questions about how to use it. Plus, some of the newest features are described in blog posts such as this one.
Worked perfectly
Thank you very much
[...] to 3ds Max Prim Composer – adds the ability to export prims from Second Life/OpenSim and import them into 3ds Max. You can [...]