Prim Composer Beta 4 – UV Maps



Prim Composer Beta 4 – UV Maps

8
Aug
2008

Article Overview

  1. Bugs fixed in Prim Composer 1B4
  2. Texturing prims in 3ds Max: Overview
  3. UV Maps and Materials
  4. Future directions
  5. ALL (printer friendly)

UV Maps!
UV Maps!

UV Maps for Regular Prims!

Today, I’ll be releasing Beta 4 of Prim Composer 1.0. Time for an update and a hint of things to come! The future’s so bright, I’ve got to wear shades.

Important!

One quick note before I begin. If you haven’t done it, please turn off True Color dithering in 3ds Max. This is essential if you want to work with sculpted prims. I’ve added a note about this in the Prim Composer Installation Notes.

Bugfixes

1.0 Beta 4 (1B4) has a couple of bugfixes and one major new feature: UV Maps for Regular Prims. First, the bugfixes:

BUGFIX: Sculptie Position

The most important bugfix is a change in the way that sculties are exported. Previous versions assumed that the position of a sculpted prim was its center and exported accordingly. In some cases, this caused sculpts to be imported at an incorrect position in SL. 1B4 fixes this by exporting the true center of the prim rather than its position.

Circle around Pivot
Circle around Pivot

Move the Pivot

One pleasant side-effect of the previous bugfix is that it is now possible to move the pivot point of both sculpts and regular prims without affecting the export. One useful application of this is to copy a prim while rotating it to create a perfect circle of prims.

For example, create a sculpt or regular prim. Move its pivot point away from the object. Now, rotate the object 45 degrees and hold down the shift key when you finish the rotation. A dialog will pop up. Set the number of copies to 7 and it will create 7 copies of the prim so that the 8 prims form a circle. Don’t forget to turn on angle snap to make it easy to get a precise 45 degree rotation!

Pivot and Sculptie Center

One important note: in this thread, I talked about using the pivot to change the center of a sculpt. I haven’t done that yet, so if you’re waiting for that, this isn’t it. I want to do something like that and I will soon.

In case you’re wondering what I’m talking about, the idea is to have a way to create something like a sculptie door. A door needs to rotate on its edge, so it makes things easier to script if the center of the sculpt is on its edge. Anyway, it’s coming…

BUGFIX: Prism and Hollow

1b4 also fixes a couple of problems in the shape and sizing of Prisms and hollows. Prisms in previous versions did not match the shape in SL and some of the hollow sizes were incorrect. Both of these have been fixed.

BUGFIX: Export All Ignores Hidden Prims

Export -> All now ignores hidden prims. Previously, it would export them to SL.

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12 Comments jump to bottom

 
Comment by Kitsune         
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2008-08-09 00:11:19

WOOOW. Your work is incredible. Thanks for all. I love this plugin.
And the new features are really usefull.
See you soon ;)

 
 
Comment by Albert Revolution
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2008-08-09 06:05:18

Yes, your work is really fantastic. Your plugin it’s my favourite tool when I work with SL and OpenSim, and I with the features than you are planning in the future it¡s going to be the “master tool” to build outside of SL and OS.
An other interesting posibility it’s apply Prim Composer to realXtend. I am testing RX now and, with the possibility of import meshes using OGRE, give us the possibility of import meshes from 3dmax and Sketchup. With Pricomposer in RX the power of this new plataformwould increase greatly

 
Comment by Shack Dougall
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2008-08-09 10:27:04

Absolutely, I agree about realXtend.  I will support it and thanks for expressing interest in it.  It helps me to prioritize future tasks.

Keep thinking about the future.  No idea is too crazy.  At this point, anything is possible.

 
 
 
Comment by l33t5241494E Hax
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2008-08-11 11:14:30

Just when I thought all hope was lost, I was pointed to this page by looking at scuplted prims on the Second Life wiki. It sent me here because you had a 3DS Max exporter. Little did I know that it also supports regular prims as well! This is a huge leap because, personally, I hate working in Second Life when I’m modeling. This is 10x more appealing to me. Hopefully, you can get UVW maps working and exporting correctly soon! After that, we just need to convince Linden to program in specular maps XD. That way I can choose which part of my face “reflects.” Anyways, I just felt like saying keep up the good work.

 
 
Comment by Jenia Karu
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2008-08-18 18:20:01

Thank you for the prim composer. I was looking for something like this for a long time. however when I installed it it tells me that the prims are not selected and can’t be exported.. But I selected them!!! What can be the problem? It’s my 2nd week struggling with prim composer.

 
Comment by Shack Dougall
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2008-08-18 20:36:28

Jenia,  you asked a similar question here.  Please take a look at my answer there.  Sculpties have to be created by Prim Composer.  If you create a normal 3ds Max box, Prim Composer will not export it, because it wasn’t created by Prim Composer.  See my previous answer for more information about how to create sculpties.

 
 
 
Comment by Purf Fegte
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2008-08-18 19:33:44

amazing work shack! your a gemstone for the community, you know that!

 
 
Comment by skate1
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2008-08-30 16:05:49

how do u get it

 
Comment by Shack Dougall
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Comment by Shack Dougall
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2008-08-30 16:16:52
(Use Quote) Quote

Well, that’s the main link.  The download link is
http://liferain.com/downloads/primcomposer/files/

 
 
 
 
Comment by Johanick Hutchinson
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2008-09-15 22:29:35

simply genius, when I read the last lines I watch to the sky and thanks God ! simply GENIUS. Importing object from my inventory, then back when textured, or tweaked omg… GENIUS (I know I know, i said it already, but PURE GENIUS)

 
 
Comment by Robert
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2009-02-09 11:57:05

all we need now is this to support sketchup files and we’ll be cooking. any ideas if this would be possible?

 
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