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Hypatia Callisto added a comment - 28/Feb/08 12:36 PM - edited
more at http://minervan.wordpress.com/2008/02/28/vote-on-jira-for-better-animation-and-edge-stitching-for-sculpties/
I would also love to see this. It would allow for not just seamless high-detailed figures and heads, but also for seamless terrain and land features, and many other things.
On the other hand, this could be quite a development-costly feature to add. I am not sure how easy it is to continue shading across several meshes/objects in openGL, or if it would be easy to have SL consider multiple prims the same mesh. One solution would be have an additional prim parameter for sculpts: "welded sculpt vertices" and a tolerance adjuster for how far apart vertices would have to be to be welded. This would work on both the vertices of sculpts in a linkset as well as individual sculpts, and as a windfall would allow true custom vertex welding/stitching on both multiple sculpts and single sculpts, greatly expanding the range of possible geometries. Added above is a 1-prim figure and a lamp that would greatly benefit from such a feature. Seams are visible. The problem is how do you tell it which edges should be stitched to which other edges. How close should the edges have to before they snap together? Stitching edges together is not a trivial calculation.
Stitching separate mesh together is not the easy solution. its easier than you think, otherwise 3d programs wouldn't calculate blend zones properly. Poser is an example of a 3d program that in fact does just that. The SL avatar mesh is in fact three separate meshes that have blend zones. Observe the output from OGLE if you dont believe.
I discussed with Qarl who also says this isn't that difficult to achieve. its important to understand, all a sculptie is, is a square patch. They're not separate meshes. It's one mesh, a square patch of vertices, which is exceedingly easy to stitch together as all you have to do is stitch together sides that match.
Some topologies will be impossible to stitch as they are already stitched with no open sides > such as the sphere and torus. But the plane and cylinder do have open sides, and these open sides could be stitched together. One thing that may be relevant to this is having End Cut and Profile Cut available on sculpties. The obvious implementation of this would be to act as start and end offsets in U & V respectively. This opens up a lot of possibilities, such as having a 128 x 128 sculpt map that has 4 seperate prims assigned. If Prim As end cut equals Prim Bs start cut, then you have a seam
It has the bonus of film strip animated sculpties too, just update the cut positions to the next frame.. |
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