
The Tutorial explains, how you can create multiple objects out of one single Sculpted prim.
High quality download 2-in-1.wmv
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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 Second Life. 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 second life.
Have a nice day!
the lines do not appear if you do not delete the unused vertices. It appears the baker does not automatically fill in the holes
Well, I think I found out because the line appears. I had to mark the option in upload box, “use lossless compression”, after I mark this option, no more show the line.
Please send me your .blend file for examination. gaia.clary@machinimatrix.org It looks like i have forgotten to mention something. But without looking at the blend file i can’t tell what might cause your problem.
Yes me too, after carefully arranging there is a spiderweb of lines eminating from one corner of the sculpted prim to the ends of the other parts.
Thank you so much for your tutorials! I speak spanish but I cearly understand your work…
but I get the connecting line too in SL what can be the problem? It’s like I forget a vertice in a corner of both halfs of the sculpt I try making two simple cylinders but I get the ‘line’ (it’s more like a prisma with a vertice in a corner of both parts of te sculpt) I delete the central vertice in the middle of the sculpt… there is no lonely vertice I didn’t move the parts ???
A very easy tutorial to follow. Thank you. But yes, I get the connecting line too in SL.
Not this working for me. I followed all the steps, but there is always a line between the prims. What can be wrong? =(
I tried this a few times and kept getting a strange line… i notice that you “erased” the Vertices (dot thingies) but i cant for the life of me figure out how…
You erase vertices by:
- select the vertices
- press the delete button and choose “vertices” from the appearing popup box.
The strange line between the 2 separated objects is not an error. It is just so that SL does not display this line. Please note that you create one single sculpty which just looks like it was made out of everal pieces. But whatever you do, it is technically always one mesh of vertices… The connection lines if created correctly will simply not be visible in SL.
One last word: Yes i deleted the connection lines in blender. In first place now the mesh is no longer a valid sculptmap as it now contains holes which are not at all supported by SL. But the baker comes to rescue as it will recognize the holes in the mesh and automatically fills them up with appropriate faces.
um i do the this and the rings come out great. but when i try to make 2 boxes it has a line connecting them.
Hey there, I just had a quick question. it appears you are using an elongated UV unwrap wrather than the standard 1024 x 1024, is that part of a newer script? or did you input that yourself?
hm.. i kept trying to play the video for this but it just sits there.. i even went to your page on blip tv and it just acts like there is no video available even though its in your archive list. please fix the video i really have been curious on how to do this!
Thank you for the hint!
It seems like there was a data accident at blip.tv. I have seen a few download failures of videos which used to just work as uploaded for quite a while until they suddenly stopped to work a few days ago. Anyways i have just uploaded an update of the video, so it is not only available again, but it also contains enhanced content (at least i hope that its better..)
Great, Contagious Republic, I know what you mean, your in-world tool is great and you offer a free demo full functional in the sandboxes which is kind, but the cool thing here is doing it with blender! Which is fully free and totally functional.
You can do this inworld with the SculptCrafter (formerly called Sculptie-O-matic) free demo.
You just rez the demo, link some prims in an interesting shape, and some clicks later you’ve got a full perm sculpt map with your own name on it uploaded.
…so you could do, say, 42 scattered boxes who do not touch at all.
Check the picks in my profile, I’m Contagious Republic.
P.S.: my demo does not support torus, but cylinders are and most prims are supported for extreme prim savings.
looks I’m the first one .in china we called this” rob a sofa”
Always thank yours for the sculpt tutorials
Can you tell us, what exactly you call “rob a sofa” ?