2 in 1

The Tutorial explains, how you can create multiple objects out of one single Sculpted prim.

Important Note: Please take a minute to read the Tutorial license terms.

For blender-2.5 (Early development version, available in the JASS-shop):


Hello and welcome…

Today we will build two clearly separated objects by using one single sculpty. I will explain how the vertices have to be moved, in order to achieve the desired separation-effect.

We will use a cylinder as starting point. After creation of the sculpty, we apply a rotation of 90 degrees along the y-axis. Then we scale the object along the x-axis by a factor of 20.

Now we select 2 adjacent slices of vertices at the center of the object. We scale the vertices down to 0, along the y- and z- axes.

We end up with two almost-separated child objects, which are connected by a tiny little tube of zero-radius. This connection will not be visible in OpenSim (or whichever compatible online world you use). And hence this is the trick, how you can create separated objects with one single sculpty.

But now let us finish our work. We select the right child object and transform it into a ring. We use the warp-tool for this purpose. Just place the cursor somewhere below the selected vertices. Then press W, and enter 360 on the keyboard.

Now transform the other child in the same way. Then we move both child objects, so that the still visible connection line is located near the x-axis.

In order to get rid of the remaining spikes, we simply select the 2 ends of the connection line, and move them inside of the object bodies.

Finally we apply a rotation of 90 degrees along the z-axis. And at the end we move both objects until they intertwine.

There you are! We now have one single sculptmap, but 2 visible elements. Now bake your sculpty, save it and watch the results in OpenSim or your preferred online world.

Have a nice day!

28 Enlightened Replies

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  1. Juan Sin Tierra says:


  2. joel says:

    HELLO i sent a comment and got no reply its not even listedi cant understand the tutorial because i dont have the same screens as the ones in the tutorial please help

  3. Antony Bolissima says:

    I purchased the pro version and tried this and all went well except the centre hole was much smaller than the one in your video it looked more like a donut hole in a very fat donut.Also I attempted to make multiples of the rings and nothing I tried worked,do you have any suggestions for making say 3 or more rings from the same cylinder?

    • Gaia Clary says:

      Right before you apply the Warp Tool (SHIFT W) you place the 3D cursor somewhere below the cylinder. The opening radius of the hole is identical to the distance from the 3D cursor to the cylinder. In other words the 3D cursor defines the center of the ring. The farer you place it below the cylinder the bigger the hole will become.

      Making three rings: Just collapse the vertices as described but do it twice instead of once along the initial cylinder. Then warp the three pieces separately and arrange them to your taste. Note that you can not go to infinite numbers of rings. You will start getting resolution issues because with which additional ring each ring gets less and less vertices.

  4. Tali says:

    I’m having the same issue. In Blender I have two distinct rings, when I bake it and import the image as a sculptie, I end up with two rings connected with a line. Basically the middle vertex at the end of one ring stretches outwards towards the other ring. I can’t seem to fix this issue. When following this tutorial and not making rings but separate shapes such as planks on one sculpt map, I don’t have that issue. How do I fix this?

    • Gaia Clary says:

      I am not sure what may cause your issue. Maybe it is just that you did not import lossless. Maybe you did not set the correct stitching type ? I think it must be set to “plane” or “Cylinder” for the 2 rings to display correctly in SL. Maybe your sculptmap has less than 4096 (64*64) pixels (there is still a bug in the upload of small images). It may well be due to a problem with precision baking of oblongs. But in order to give a correct answer i would need to see the blend file.

  5. Virtual says:

    How would a blender purist be able to do this? That is if I use the primstar plugin (using 64 bit system and i cant get python to run 32 bit stuff)

    I’m currently using amandalevitsky’s method of baking sculpties, but if i try doing this on it, it will cause issues of reaching boundaries of the sculpty, where i get 50% grey, and it simply doesnt get any smaller, causing the invisible line to be visible.

    • Gaia Clary says:

      You may need to install the VC++ 2008 from http://bit.ly/bQz3WY

    • Amanda Levitsky’s method uses the standard Blender baking system. This means that the UV layout has to exactly match what Second Life uses. Generally speaking, this means you need to apply any subdivision or multires levels so you can edit the highest detail UV layout. Then, the edges at U = 1.0 and the ones at V = 1.0 (the top edge and right edge in other words) need moving in by one pixel on the sculpt map. This gets you as close as you can get using Blender materials.

      Primstar uses a sculpt map aware baker that draws the edges and vertex positions and fills the faces from those. Because the Primstar baker understands the sculpt map layout, it automatically writes the u = 1.0 and v = 1.0 edges into the correct place on the sculpt map without needing to edit them manually.

      So because the Blender materials approach is face based rather than edge based, it’ll never be quite as accurate as Primstar. Even if you construct your sculpt meshes by hand, it’s worth using a 32 bits Blender and Python with Primstar to do the baking. Until Primstar 2 for Blender 2.5 lets you use 64 bits of course 😉

    • I forget to mention – you can’t delete sections of the mesh when using Blender materials to do the baking. It must be a single continuous surface. Primstar automatically recreates the missing section during the bake process, but the material based bake will only do what is there.

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