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Issue Details (XML | Word | Printable)

Key: VWR-2527
Type: Sub-task Sub-task
Status: Open Open
Priority: Normal Normal
Assignee: Unassigned
Reporter: Miller Rust
Votes: 45
Watchers: 3
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VWR-8145

Sculpted Prims: Ability to Import .DXF Files

Created: 19/Sep/07 01:52 PM   Updated: 15/Jan/09 02:23 PM
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Component/s: Building (in-world), Graphics
Affects Version/s: 1.18.3 Release Candidate
Fix Version/s: None

File Attachments: None
Image Attachments:

1. Normal_map_example.jpg
(90 kB)
Environment: Windows XP Pro SP2, 1 GB DDR1 RAM, 3.39 GHz P4 with GeForce 6800 GS 256 MB Video, ECS ELITEGROUP P4M800PRO-M Ver. 2.0 Micro ATX Motherboard
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 Description  « Hide
Request for the ability to import AutoCAD DXF file format to sculpted prims/sculpties.

See also:

Wikipedia "AutoCAD DXF" Entry:
http://en.wikipedia.org/wiki/AutoCAD_DXF

Minimum Requirements for Creating a DXF File of a 3D Model:
http://www.martinreddy.net/gfx/3d/DXF.info

Drawing Interchange and File Formats Release 10 Specification:
http://www.martinreddy.net/gfx/3d/DXF10.spec

Drawing Interchange and File Formats Release 12 Specification:
http://www.martinreddy.net/gfx/3d/DXF12.spec

Maya and blender are able to create mesh files for Second Life because they happen to have plug-ins written for them that allow you to use a very small subset of the tools in those programs to carefully craft something that can be converted to a sculpt map.

Unfortunately, most DXF files wont have these inherent constraints, so for DXF mesh files to work in SL as sculpt maps we could have it so the DXF file could be previewed before it's actually uploaded and the user could have several options for constraining the mesh in different ways so it can be converted to a sculpt map properly and imported/uploaded.

The choices of constraints (there could be a few, or quite a lot) could be each based on a different approach to solving the problem, based on differing mathematical and geometric principles and different computer science theoretical techniques. The user could see a preview of the effect of each possible choice, and rotate it, and decide what technique is best for which DXF mesh file.

While this could prove challenging, I ask those programmers who crave tackling problems and dealing with complex issues to have a go at resolving this one, because it will help bridge a gap between the artistic computer mesh modeling of the recent past, and the fast 3D gaming applications of today.

I added an image displaying an example of normal mapping, compared to a raw mesh. The question is, what techniques can be used to make this sort of conversion?

Of interesting note: A person, who shall remain nameless, said this about this subject when contacted about it:
"No way... and give up my advantage? I do perfect sculpts already... No need to make it easier for my competitors I only supported the importing of .OBJ files before I broke the problem of sculpting. Sculpties, as they are now, demand much knowledge. Importing is easy... if it's possible, then the market will explode. Sculpting as it is now... is next to impossible for most people... but not to me."

This is similar to what a LSL programmer told me recently: he preferred that combat systems on second life remain unrealistic, awkward, and broken, because he makes lots of money off of creating HUD-based weapons systems that are used to "instantly kill" other avatars and use various complex hacker-like tricks for SL "combat".

The point is, the harder it is for creative people on SL to achieve things without too much trouble (a situation that would benefit everyone) the more it encourages elitism and market-monopoly by a small number of people. Now, if we think the so-called "free market "is meant to only benefit a few people, I guess this is fine. But if we believe it exists to benefit everyone, then we better start correcting this situation now..



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Scire Gaea added a comment - 26/Sep/07 06:59 AM
Two comments: I suspect the main consideration is the rendering speed on the client – a UV map on a sphere may be more efficient than a DXF mesh, albeit the creation tools are considerably limited compared to the standard DXF. I am also surprised by the quoted statement of the nameless graphic artist. He or she is incorrect in the belief that creating UV maps from object shapes is a barrier. Even on the Mac (my platform) there is at least one inexpensive tool that handles this (ac3dmac). I am sure on the Windows platform, there are many, many more – though perhaps not as friendly That being said, I nonetheless support the provision of additional model formats, provided the client rendering can be maintained at a reasonable speed on hardware of reasonable cost.

gravity wright added a comment - 26/Sep/07 09:25 PM
This would greatly improve the way secondlife looks and would allow regular 3d modellers that have no expensive programs such as maya to build amazing 3d models with cheaper software such as milkshape 3D, secondly Direct X ASCII files are really small and would support a lot of shapes as well as will reduce the need to have linked prims.

ariel liveoak added a comment - 15/Jan/09 02:23 PM
I would absolutely love to have this. I've been modeling in AutoCAD for a long time and it's been making me crazy that I have to learn a whole new software in order to do sculpties, when I could already be doing them if I could use the software I know.