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This issue Relates to:
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VWR-3853 Geodesic prims (including Dodecahedron and Truncated Icosahedron as explicit cases)
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This issue is related to by:
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VWR-5191 Implement skeletal rigs for animating sculpties - skin weights for sculpted prims
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VWR-5647 Meta-Issue: Sculpted Prims Need More Linden Lab Development
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The obvious method to a geospherical prim! 6 sculptie planes, edge stitched to each other. Boy won't that making head sculpture so much easier.
Or say you need long strands of cylinders for some reason (you're making a sculpture and you need to edge stitch your character's parts together). Edge stitch them.
This would revolutionise sculptie topology, allowing them to be rendered more smoothly and evenly and with less waste due to level of detail - currently I have to design sculpties that deal with level of detail by devoting more geometry to the join areas - these could be eliminated totally with edge stitching. Or say you want to implement boned sculpties at some point (the obvious method to better animating them than the current "morph" technique of using multiple sculptie maps) - this would revolutionise both the features of sculpties and improve the lag that people currently experience, by reducing textures and triangles needed for a sculpted work.
I'd also like to throw in there the ability to edge stitch any open edge to itself to create a pole. say a hemisphere out of a cylinder, etc.
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Description
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The obvious method to a geospherical prim! 6 sculptie planes, edge stitched to each other. Boy won't that making head sculpture so much easier.
Or say you need long strands of cylinders for some reason (you're making a sculpture and you need to edge stitch your character's parts together). Edge stitch them.
This would revolutionise sculptie topology, allowing them to be rendered more smoothly and evenly and with less waste due to level of detail - currently I have to design sculpties that deal with level of detail by devoting more geometry to the join areas - these could be eliminated totally with edge stitching. Or say you want to implement boned sculpties at some point (the obvious method to better animating them than the current "morph" technique of using multiple sculptie maps) - this would revolutionise both the features of sculpties and improve the lag that people currently experience, by reducing textures and triangles needed for a sculpted work.
I'd also like to throw in there the ability to edge stitch any open edge to itself to create a pole. say a hemisphere out of a cylinder, etc. |
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made changes - 28/Feb/08 06:02 AM
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Description
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The obvious method to a geospherical prim! 4 sculptie planes, edge stitched to each other. Boy won't that making head sculpture so much easier.
Or say you need long strands of cylinders for some reason (you're making a sculpture and you need to edge stitch your character's parts together). Edge stitch them.
This would revolutionise sculptie topology, allowing them to be rendered more smoothly and evenly and with less waste due to level of detail - currently I have to design sculpties that deal with level of detail by devoting more geometry to the join areas - these could be eliminated totally with edge stitching. Or say you want to implement boned sculpties at some point (the obvious method to better animating them than the current "morph" technique of using multiple sculptie maps) - this would revolutionise both the features of sculpties and improve the lag that people currently experience, by reducing textures and triangles needed for a sculpted work.
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The obvious method to a geospherical prim! 6 sculptie planes, edge stitched to each other. Boy won't that making head sculpture so much easier.
Or say you need long strands of cylinders for some reason (you're making a sculpture and you need to edge stitch your character's parts together). Edge stitch them.
This would revolutionise sculptie topology, allowing them to be rendered more smoothly and evenly and with less waste due to level of detail - currently I have to design sculpties that deal with level of detail by devoting more geometry to the join areas - these could be eliminated totally with edge stitching. Or say you want to implement boned sculpties at some point (the obvious method to better animating them than the current "morph" technique of using multiple sculptie maps) - this would revolutionise both the features of sculpties and improve the lag that people currently experience, by reducing textures and triangles needed for a sculpted work.
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made changes - 28/Feb/08 06:03 AM
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Link
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This issue Relates to VWR-3853
[ VWR-3853
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made changes - 28/Feb/08 06:05 AM
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Description
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The obvious method to a geospherical prim! 6 sculptie planes, edge stitched to each other. Boy won't that making head sculpture so much easier.
Or say you need long strands of cylinders for some reason (you're making a sculpture and you need to edge stitch your character's parts together). Edge stitch them.
This would revolutionise sculptie topology, allowing them to be rendered more smoothly and evenly and with less waste due to level of detail - currently I have to design sculpties that deal with level of detail by devoting more geometry to the join areas - these could be eliminated totally with edge stitching. Or say you want to implement boned sculpties at some point (the obvious method to better animating them than the current "morph" technique of using multiple sculptie maps) - this would revolutionise both the features of sculpties and improve the lag that people currently experience, by reducing textures and triangles needed for a sculpted work.
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The obvious method to a geospherical prim! 6 sculptie planes, edge stitched to each other. Boy won't that making head sculpture so much easier.
Or say you need long strands of cylinders for some reason (you're making a sculpture and you need to edge stitch your character's parts together). Edge stitch them.
This would revolutionise sculptie topology, allowing them to be rendered more smoothly and evenly and with less waste due to level of detail - currently I have to design sculpties that deal with level of detail by devoting more geometry to the join areas - these could be eliminated totally with edge stitching. Or say you want to implement boned sculpties at some point (the obvious method to better animating them than the current "morph" technique of using multiple sculptie maps) - this would revolutionise both the features of sculpties and improve the lag that people currently experience, by reducing textures and triangles needed for a sculpted work.
I'd also like to throw in there the ability to edge stitch any open edge to itself to create a pole. say a hemisphere out of a plane, etc.
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made changes - 28/Feb/08 06:06 AM
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Description
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The obvious method to a geospherical prim! 6 sculptie planes, edge stitched to each other. Boy won't that making head sculpture so much easier.
Or say you need long strands of cylinders for some reason (you're making a sculpture and you need to edge stitch your character's parts together). Edge stitch them.
This would revolutionise sculptie topology, allowing them to be rendered more smoothly and evenly and with less waste due to level of detail - currently I have to design sculpties that deal with level of detail by devoting more geometry to the join areas - these could be eliminated totally with edge stitching. Or say you want to implement boned sculpties at some point (the obvious method to better animating them than the current "morph" technique of using multiple sculptie maps) - this would revolutionise both the features of sculpties and improve the lag that people currently experience, by reducing textures and triangles needed for a sculpted work.
I'd also like to throw in there the ability to edge stitch any open edge to itself to create a pole. say a hemisphere out of a plane, etc.
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The obvious method to a geospherical prim! 6 sculptie planes, edge stitched to each other. Boy won't that making head sculpture so much easier.
Or say you need long strands of cylinders for some reason (you're making a sculpture and you need to edge stitch your character's parts together). Edge stitch them.
This would revolutionise sculptie topology, allowing them to be rendered more smoothly and evenly and with less waste due to level of detail - currently I have to design sculpties that deal with level of detail by devoting more geometry to the join areas - these could be eliminated totally with edge stitching. Or say you want to implement boned sculpties at some point (the obvious method to better animating them than the current "morph" technique of using multiple sculptie maps) - this would revolutionise both the features of sculpties and improve the lag that people currently experience, by reducing textures and triangles needed for a sculpted work.
I'd also like to throw in there the ability to edge stitch any open edge to itself to create a pole. say a hemisphere out of a cylinder, etc.
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made changes - 28/Feb/08 06:13 AM
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Link
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This issue is related to by VWR-5191
[ VWR-5191
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made changes - 28/Feb/08 08:45 AM
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Summary
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Allow sculpties to be edge stitched to each other in a linkset
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Allow sculpties to be edge stitched to each other in a linkset (Sculpted Prims)
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made changes - 28/Feb/08 11:18 AM
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Component/s
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Graphics
[ 10023
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made changes - 26/Jun/08 01:01 PM
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Link
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This issue is related to by VWR-5647
[ VWR-5647
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made changes - 01/Aug/08 04:21 AM
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Affects Version/s
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Source code
[ 10012
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made changes - 13/Nov/08 11:03 AM
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Workflow
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jira-2007-12-22a
[ 52745
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jira-2008-11-14
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made changes - 13/Nov/08 11:20 AM
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Workflow
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jira-2007-12-22a
[ 62906
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jira-2008-11-14
[ 69064
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made changes - 13/Nov/08 04:36 PM
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Workflow
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jira-2008-11-14
[ 69064
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jira-2008-11-14a
[ 89005
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made changes - 13/Nov/08 04:56 PM
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jira-2008-11-14
[ 89005
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jira-2008-11-14a
[ 95787
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made changes - 13/Nov/08 05:04 PM
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Workflow
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jira-2008-11-14
[ 95787
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jira-2008-11-14a
[ 98744
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made changes - 13/Nov/08 05:15 PM
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Workflow
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jira-2008-11-14
[ 98744
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jira-2008-11-14a
[ 102738
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made changes - 13/Nov/08 05:35 PM
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Workflow
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jira-2008-11-14
[ 102738
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jira-2008-11-14a
[ 110393
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made changes - 13/Nov/08 05:57 PM
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Workflow
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jira-2008-11-14
[ 110393
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jira-2008-11-14a
[ 117995
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made changes - 13/Nov/08 06:13 PM
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Workflow
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jira-2008-11-14
[ 117995
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jira-2008-11-14a
[ 123806
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made changes - 13/Nov/08 06:36 PM
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Workflow
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jira-2008-11-14
[ 123806
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jira-2008-11-14a
[ 132549
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made changes - 13/Nov/08 06:53 PM
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Workflow
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jira-2008-11-14
[ 132549
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jira-2008-11-14a
[ 138988
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