SculptGenMax 1.0 RC4 Released!



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!

RSS feed | Trackback URI

Comments jump to bottom

No comments yet.

Submit Comment



Bad Behavior has blocked 243 access attempts in the last 7 days.