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Issue Details (XML | Word | Printable)

Key: VWR-5189
Type: New Feature New Feature
Status: Open Open
Priority: Normal Normal
Assignee: Unassigned
Reporter: Hypatia Callisto
Votes: 22
Watchers: 5
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1. Second Life Viewer - VWR

Allow sculpties to be edge stitched to each other in a linkset (Sculpted Prims)

Created: 28/Feb/08 05:56 AM   Updated: 30/Aug/08 01:00 PM
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Component/s: Building (in-world), Graphics
Affects Version/s: Source code
Fix Version/s: None

File Attachments: None
Image Attachments:

1. 1 Prim Figure.jpg
(26 kB)

2. 1 Prim Lamp.jpg
(35 kB)
Issue Links:
Relates


 Description  « Hide
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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Hypatia Callisto made changes - 28/Feb/08 06:02 AM
Field Original Value New Value
Description 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.
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.
Hypatia Callisto made changes - 28/Feb/08 06:03 AM
Link This issue Relates to VWR-3853 [ VWR-3853 ]
Hypatia Callisto made changes - 28/Feb/08 06:05 AM
Description 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.
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.
Hypatia Callisto made changes - 28/Feb/08 06:06 AM
Description 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.
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.
Hypatia Callisto made changes - 28/Feb/08 06:13 AM
Link This issue is related to by VWR-5191 [ VWR-5191 ]
Hypatia Callisto made changes - 28/Feb/08 08:45 AM
Summary Allow sculpties to be edge stitched to each other in a linkset Allow sculpties to be edge stitched to each other in a linkset (Sculpted Prims)
Hypatia Callisto made changes - 28/Feb/08 11:18 AM
Component/s Graphics [ 10023 ]
Aminom Marvin made changes - 04/Mar/08 09:26 PM
Attachment 1 Prim Lamp.jpg [ 15208 ]
Aminom Marvin made changes - 04/Mar/08 09:27 PM
Attachment 1 Prim Figure.jpg [ 15209 ]
Hypatia Callisto made changes - 26/Jun/08 01:01 PM
Link This issue is related to by VWR-5647 [ VWR-5647 ]
Hypatia Callisto made changes - 01/Aug/08 04:21 AM
Affects Version/s Source code [ 10012 ]
Sue Linden made changes - 13/Nov/08 11:03 AM
Workflow jira-2007-12-22a [ 52745 ] jira-2008-11-14 [ 62906 ]
Sue Linden made changes - 13/Nov/08 11:20 AM
Workflow jira-2007-12-22a [ 62906 ] jira-2008-11-14 [ 69064 ]
Sue Linden made changes - 13/Nov/08 04:36 PM
Workflow jira-2008-11-14 [ 69064 ] jira-2008-11-14a [ 89005 ]
Sue Linden made changes - 13/Nov/08 04:56 PM
Workflow jira-2008-11-14 [ 89005 ] jira-2008-11-14a [ 95787 ]
Sue Linden made changes - 13/Nov/08 05:04 PM
Workflow jira-2008-11-14 [ 95787 ] jira-2008-11-14a [ 98744 ]
Sue Linden made changes - 13/Nov/08 05:15 PM
Workflow jira-2008-11-14 [ 98744 ] jira-2008-11-14a [ 102738 ]
Sue Linden made changes - 13/Nov/08 05:35 PM
Workflow jira-2008-11-14 [ 102738 ] jira-2008-11-14a [ 110393 ]
Sue Linden made changes - 13/Nov/08 05:57 PM
Workflow jira-2008-11-14 [ 110393 ] jira-2008-11-14a [ 117995 ]
Sue Linden made changes - 13/Nov/08 06:13 PM
Workflow jira-2008-11-14 [ 117995 ] jira-2008-11-14a [ 123806 ]
Sue Linden made changes - 13/Nov/08 06:36 PM
Workflow jira-2008-11-14 [ 123806 ] jira-2008-11-14a [ 132549 ]
Sue Linden made changes - 13/Nov/08 06:53 PM
Workflow jira-2008-11-14 [ 132549 ] jira-2008-11-14a [ 138988 ]