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WarKirby Magojiro added a comment - 16/Mar/08 05:29 AM
Agreed. I'm getting this quite often in blender. Might be caused by fliped normals. Not quite figured that out. I've wasted a fair bit of L$ uploading inside out sculpts so far.
In order to get this right i would suggest:
[ ] Flip R Horizontal that allows to "Fix Inside-Out Sculpties" as well as other nice things. If we add
[ ] Invert R to those than it would allow to mirror a sculptie along x,y or z as well. Then you would only need to sculpt one shoe and get the other one by combining flip and invert with the same sculpt-texture. All great suggestions. I haven't run into "inside-out" but I know a lot of people (especially av creators) need to upload two sculpts to have the geometry for mirrored things.
that's sorta a complicated interface.
how 'bout just two checkboxes: [] Mirror mirror flips in the x direction, and inside-out inverts the normals. i don't think we need code to mirror on the y/z axis - because if you want to mirror along those, you simply need to construct your sculptie so that you switch x with y/z. (or rotate to mirror along any vector.) and if you want to mirror along two axis at the same time, you need to remember your algebra (two mirrors = no mirror + rotation) Dfinitely agreed with this. I'm not sure how my sculpt's normals get flipped, because they appear correct in blender. I can correct this by flipping the normals which renders the sculpt map properly, but then they texture inside out...
Having it done in SL would work best. just a little parameter that tells the client to interpret the image differently. coming soon to a viewer near you. (hopefully 1.21.)
I see this Listed as done in the Release notes for 1.21 RC0, but I don't see any option to do it. I see Stitching Type...
I am using the new skin, does that matter? Edit: confirmed they only appear on the Default skin, not on the Silver skin. Darien- thanks for noticing and confirming that! You have discovered a bug--
We should have the feature appear in both Silver and Default skins. Sorry for the omission. I've noticed that when the sculpty is flipped inside-out, that the orientation of the polygons change. Posting an image that showcases the problem.
Having a double-sided shape doesn't work out too well, as you can see. Uchi - can you send me the sculpt map you're using?
Ok after a ton of frustration and running a 3D file through several different programs - mirrored instance of geometry never seems to pull in correctly.
I have tried the following: Flipping the sculpt map - does not work, the sculpty appears inside out, sculpty map appears mirrored I can send you all of these sculpt maps - any help with this would be great. I have several sculpty objects that I have abandoned because of this issue - even some that were not mirrored geometry. I'm not sure if it's the limitations of the sculpty map or what but it definitely gets odd at times. The really odd thing is that I use the same base mesh for every sculpty that I make and my process is the same for each one - so why does the end result in Second Life vary so wildly? I use both 3DS Max and ZBrush to create the sculptys but I usually bring those items into Sculpty paint to check them and smooth them out. But with the inside out problem this isn't displayed in Sculpty Paint at all - the object appears normal in that program. Sioxie -
if i'm understanding you correctly (you've created some mirrored shapes, but in SL they still appear unmirrored) the problem is either with the exporter you use, or the way in which you're creating the "mirror". for example, if you're creating the mirror effect by applying a negative scale to one of the axis - most exporters ignore scaling. if your modeling software has some mechanism to apply the scale directly to the vertices (in maya, this is the "freeze transformations" operation) this should fix it for you. regardless - your problem is unrelated to this jira entry. you might want to open a new one. |
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