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 in Second Life):

Transcription

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!

28 comments to 2 in 1

  • Juan Sin Tierra

    GRACIAS POR HACERLO EN ESPAÑOL!!!!!:(

  • 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

  • Antony Bolissima

    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?

    • 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.

  • Tali

    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?

    • 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.

  • Virtual

    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.

    • 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.

  • Rya Nitely

    I finally got rid of the connecting line. I just paid more attention to the instruction about scaling the vertices down along the y and z axis and did the – s y 0 and s z 0 and also the s shift x 0 to be sure. I deleted the connecting vertices and it all worked fine.

    I also found that if you save and re-import the problem map the connecting lines/vertices become visible and then you can delete them.

  • Baboom

    the lines do not appear if you do not delete the unused vertices. It appears the baker does not automatically fill in the holes :)

  • Suelen

    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.

  • Baboom

    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.

  • Anyunie

    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 ???

  • Ryabur

    A very easy tutorial to follow. Thank you. But yes, I get the connecting line too in SL.

  • Suelen

    Not this working for me. I followed all the steps, but there is always a line between the prims. What can be wrong? =(

  • Goldenstar Sands

    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.

  • Xander the ferret

    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.

  • Astoroth Vega

    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..)

  • 1 Question

    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.

  • Contagious Republic

    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.

  • NiR McBride

    looks I’m the first one .in china we called this” rob a sofa” :P
    Always thank yours for the sculpt tutorials :)

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