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Welcome to Jass-Magic-1.0
Jass-Magic is now available for download in our Jass-Shop. Jass-Magic is a superset of our Jass-Pro edition. Further below you find the complete list of what you will get with Jass-Magic. Here is a teaser video:- Fully functional and complete binary distribution (using an installer)
- embedded blender-2.49b
- embedded python-2.6.5 (MAC-OSX version comes with no python as it is already installed)
- embedded primstar-1.1.0 (separately avilable from the Jass-Shop)
- Grid-Align Tool (Mapping to a unit-cube of 2.55 blender units per dimension no longer required for precision sculpting)
- Additional documentation in the blender Help Menu (Links to the machinimatrix videos)
- Additional blender Theme "Jass Theme"
- Jass Library of Sculpts (ported from Jass-1.4) additional basic sculptie shapes
- Blender now reports its data directory in the console window. From now on you will never ask again where is my scripts folder!
- All Bonus features and fixes of the JASS-PRO edition
- Comfortable sculpty preview option (supports preview of multi-part bakes)
- Error detector (with auto correction mode) for common errors:
- unintentional reusage of sculptmap.
- insie-out detection
- missing images
- mirrored objects
Intended audience:
Everybody who wants to make sculpted prims with more efficiency Everybody who wants to get continued support from the machinimatrix via IM and Email.Upgrade option
Jass-Pro users can upgrade from Jass-Pro to Jass-Magic by paying the price difference to Jass-Magic.How you can help:
Whenever you encounter a problem, please report it to us. Enclose a short description of what you tried to do and how Jass-Magic failed. Please include a blend file whenever possible. This helps us to track your issue much faster!About your creations made with our products
In general your own creations which are made with our packages fully belong to you. However some of our packages contain data from third parties. We especially use data from
- Linden Labs (The SL avatar mesh, morph data, weight data)
- MakeHuman (The mesh data, default texture)
Any work based on the above mentioned data may be copyrighted under special license terms. For MakeHuman, please check the essentials of the MakeHuman license. For the SL default Avatar please check with Linden Labs. As far as we are concerned the data can be redistributed under a creative Common shareable license. We do not know which license terms apply to any work which is directly based on the SL Default Avatar data.
About redistribution of our products
Primstar-1, Jass-1, Jass-2
The Python scripts in these products are published under GPL license terms. However this does not extend to the Windows installers, data files and other items we provide for your convenience. If you plan to redistribute modified versions of our products, then please take care to strip down the packages to the GPL parts only. The general rule applies:
All parts which are not explicitly marked as GPL are not distributed according to GPL license terms and may not be redistributed.
In particular you are not allowed to redistribute:
- The Jass-installers executables themself
- the blenderloader.exe
- data files such as the library sculpt maps (*.png) and Blend files (*.blend) (except avatar.blend)
For more detailed information please examine the installed software in detail and check the readme files.
Primstar-2
Primstar-2 is distributed under the Primstar-2 End User License Agreement. Primstar-2 can not be redistributed in any way.
Avastar
Avastar is distributed under the Avastar End User License Agreement. Avastar can not be redistributed in any way.
The features of Jass-Magic
For the brand new features here is a first little bit of explanation:- The Baker tool has been changed a bit. You still have the "old" baker where you can set some baking parameters. But now there is now also a "quick bake" button which you find under:Render -> Quick Bake Sculpt MeshesThe Quick bake simple reuses the "most recent settings" of the baker tool. For me it turns out that i almost never change the baker settings, so in 90 percent of my work i just use the Quickbake and that's one click less ;-)
- The baker has been made a bit more aware of what it does. It will now try to solve following problems right when baking:
- When it finds a mirrored sculptie, it checks if the sculptmap has been flipped and if not it will do that automatically. This ensures that mirrored objects get displayed without the inside-out effect. It is important to keep the baker doing its job all by itself. When you apply scale/Rotate by hand before baking, the baker will fail (and will no longer check for a flipped sculptmap)
- When a set of objects is baked, the baker keeps track on which object will be baked to which sculptmap. It autmatically finds out if an object needs a separate sculptmap or if 2 objectrs may share one sculptmap.
- In object mode you now can "preview" a multi part sculptie easily:Object -> Scripts -> "Reimport Selection as sculpties"This function will create a "sculptie" copy for each object in the set and do correct scale/rotate/translate the parts. So you now can do with two clicks what had to be done before as follows:
for each part do: select the part in object mode go to edit mode in the uv editor: Image reimport as Sculptie move the part to its corect location by handNote that this function only will create sculpties for the selected objects. Please understand that the objects created by the "previewer" are usually ment to be deleted once you have verified that your multi part object looks like expected. You will always work on the originals (those objects which you have baked in step 1.) above.
Recent changes
Jass-Magic-1.1.3 (26-may-2011):- ENHANCED: Logoutput now less verbose
- FIXED: LSL Export: image file names sometimes incompatible with SL-importer
- FIXED: Checker for duplicate usage of Sculptmaps sometimes did not check
- ENHANCED: LSL Export now checks that part sizes are in range [0.01 cm, 10 meter] Note: If your parts are too far away, this may still cause issues with the generator-script!







I noticed an issue with the script “Save UV face layout” in Jass Magic 1.1.4. The TGA output files do not match what can be seen in Blender.
It happens when the UV layout is not touching the right or top edges of the grid.
The attached image shows comparison of the UV layout in blender and in the resulting image, after some uniform scaling or grabbing in the UV editor.
Not sure this is depending on Jass add-ons, but i hope it can be fixed.
[img]http://blog.machinimatrix.org/wp-content/uploads/2011/09/UV layout export issues-exp.png[/img]
Hi Gaia
I have a problem with jass-magic, i tried to make a sculpt (like a tunderbolt) and i thought to start from a simple cube and estrude then it to create the shape i need, but then i searched the script to convert a nurb into a sculpt (maybe is not the right way) by the way i didn’t find out that script in the list, i tried to add manually it (cause i had a copy of it from the past) in the scripts directory but i didn’t find then it in the list, so if you can explain me how solve this “problem” i’d be happy.
Thank you
the script is now available in object mode:
Object -> Scipts -> Sculptify Objects
does what you want. (yes it also can convert NURBS to sculpties (however sometimes it doesnt worjk quite as expected)
Thank you very much to showed me the way to follow ^_^
I started with a NURBS tube, extruded it like i needed, used the script Sculptify Objects, closed the holes on the edges and baked finally the sculpt mesh, uploaded it with the option “lossless compression” activated and it worked
I have the same problem as Dioh. I had been running jass fine but now when I try to run it, it starts up with a gray background with the jass logo stuck in the middle. When I move my mouse cursor around the screen, the blender buttons start showing up as I mouse over them. I’ve uninstalled, reinstalled, rebooted, drivers are up-to date, and I haven’t made any changes to my computer since the last time I was able to run it. Is there a fix?
Hi.
- please download this file: http://streaming.the-machinimatrix.com/pub/downloads/jass/.B.blend
place the file on your desktop (or anywhere you like)
then double click on the file.
Does Jass open without problems ?
If so, immediately call:
File -> Save Default Settings (CTRL-u)
If that does not help and if you are on Windows:
For a quick fix you can try to start the Jass-recovery tool as follows:
start -> Programs -> Jass-magic-1.1 -> FactorySettings
That should reset Jass to the delivery settings.
If you still have no success, then please can you give some more detailed informations as follows.
You can send them to gaia.clary@machinimatrix.org if you prefer to not publish the data here.
- How long did jass run fine for you approximately ?
- Have you installed any other version of Jass and/or Blender recently ?
- have you installed jass-magic with all default options ?
- Have you installed other add ons scripts on jass besides Primstar and the Jass-library ?
- Are you running an anti virus program ? which one ?
- When you have reinstalled, did you download Jass again from the Jass-website (your Jass-inventory ? If so, when did you do that ?)
When I run Jass Magic 1.1.4 nothing is visible unless I scroll over it. It’s impossible to do anything with it. Is there a possible solution? :O
I just wonder, when the jass magic for blender 2.5 arrives, will I get the upgrade?
… or will have to buy again?
I am just starting to import my 1st maps to SL last week. I am still learning, so my terminolgy might be wrong or off.
Does this Jass-Magic… ‘Script plot’ each sculpt map on your build? Then does it…bake each ‘sculpt Map’ into a ‘single sculpt map’ from the total sum?
Or does Jass-magic… Plot each point thought a script and you have to pay for the cost of importing each texture and map per build?
Does this make a group and one ‘single texture map’ from the sum?
Thank you
Hi Gaia
I just tried changing the scaling on RGB levels when baking using JASS Magic, changing levels seems to have no effect on the baked image (ie making it more grey) but in JASS pro it works correctly.
I was attempting to increase the LOD distance by scaling RGB to 0-127
Thanks for the fix in 1.0b I can confirm all working fine now
thank u Gaia i understand now this has meaning … thanx for the reply i will turn back to magic then again.
Note that Jass-magic contains two “space handlers”. This are scripts that sit in the background and wait for keybord commands for activation:
If you want to disable them:
hi Gaia after 3 months of using jass 2.34 it finally got that much bugged (prolly Vista) that i decided to upgrade the version since reinstalliung did not help. At ur shop i detected latest jassmagic so decided to go for it. Just opened it today havent worked with it but already cant pan in with alt left-mouseclick… panning is for 3d building essential . Blender was outstanding with this compared with 3D DAZ StuDio or Maya.(Second Life is superior in this) Also u slowed down the zoom in at cursor “C” wich in my opinion isnt really desirable or for any reason that i am not aware of at this moment. Maybe i miss something but it is total new and i couldnt find help in the Blender groups.
Thank u in advance.
Suggestion: If so that pan and zoom in on cursor functions are to be altered in JassMagic then make them as dynamic as in Second Life
About the panning issue, see my answer to Dizzi Sternberg.
About slowing down the transitions to other view angles: I found this function very usefull so that i can better “follow” from where to where blender is moving. I meanwhile use this function often within my video tutorials. So i thought it was a good idea to add this setting also to the distribution so that you see in blender exactly what you see in the videos.
To change that back to the old settings do this:
- Open blender so you can see the default start screen only!
- Open up the “User Preferences Window”
- In the “View and Controls” Tab find the “Smooth View” field and change its value from 1000 to 0.
- File -> Save Default Settings
Hi Gaia
I have a very strange error
it seems Magic is ignoring my ALT key
If I open Pro and Magic side by side I can rotate the 3d view in Pro with the ALT key and deselect points in edit mode but I cannot do this in Magic, its as if the ALT key is turned off completely.
any ideas?
The “Emulate 3 button Mouse” function has been disabled in the new default settings. Panning can be done by clicking the middle mouse button and dragging. If you do not have a 3 button mouse, then you can switch back to the old behaviour as follows:
- Open blender so you can see the default start screen only!
- Open up the “User Preferences Window”
- In the “View and Controls” Tab find the “Emulate 3 button Mouse” button and enable it.
- File -> Save Default Settings
Thanks Gaia
thats fixed the ALT key
is there a manual for isntall jazz magic and sculpt map copy?
I installed jaxx magic but do not see the Sculpt set up and add option…
In your download inventory you find a file named README.txt. In that file you get instructions how to install jass-magic. in a nutshell: For windows and Mac its very easy. for linux you need to manually install blender and python separately and then add the content of the compressed scripts zip
Hi Gaia
just to let you know that fix for the missing textures has been superb, JASS either bulldozes its way thru and makes the texture or offers up the option to sculptify then after that, the next rebake makes the texture appear OK. I haven’t had to resort to the 3rd part of the fix where it tells you where it thinks it is because up until now its remade all my old broken blend files textures OK
Thanks for sorting a very annoying Blender bug
Hi.
The newest download contains a checkmark in the baker tool for enabling/disabling auto correction (Download and install over the existing Jass-Magic). So you now can first bake with auto correction off. If the baker keeps silent all is well. But if it shows up warnings, it is very probable that you have to apply manual corrections on your sculpties.
NOTE: When you use the Quick Bake tol, then the most recent settings of the baker are used. So you CAN turn auto correction off (or on) permanently if you wish.
More will come in the documentation.
Since I changed over to Jass Pro I get problems where the texture will not bake, especially on sculpts that are not 32×32. The connection to the old baked texture seems to be lost and a black texture 32×32 is in its place. The console gives error of missing texture. I can create a new texture to bake to by selecting all in the 3d image then doing “new texture” and creating the correct size, this allows me to bake the texture again but then the link is lost as soon as I exit. This has happened to about 50% of my old blend files. Newly created files under Jass Pro tend to survive.
Hi. Thanks for the information, Dizzi
As we have clearified in IM this is not an issue with Jass. The problem typically occurs when you move your blendfiles to another place and do not move your stored sculptmaps along with your blendfile. Then on next load of the blendfile blender can no longer find the image data and makes some troubles.
Nevertheless i am trying to find a workaround for this case such that Jass-Magic recovers automatically from this situation. Right now i can do this, but probably because of an internal error in blender the updated Image does not show up correctly in the UV-editor (it keeps light grey although it contains the baked image). More about this will come with the docs.
Hi.
Thanks again, Eleanora!
I have changed the bake tool now such that instead of doing the bake itself, it now internally calls the Quick baker tool after you entered your bake parameters. And thus it ensures consistency. The newest version of the jass-magic can be downloaded from the links above.
Now lets go beta ?
Well, it was me trying to render multipart with the regular Setup & Bake Sculpt Meshes that was the hangup. After I used the Quickbake, I exported the LSL and brought it into SL without a hitch…the hummingbird was perfect!
I really love how the baker shows what it’s correcting. Just very cool feature all around.
Great job!
Gaia,
Am working on a new project that I really ended up roughing up the sculpt map. I made a new one and darn if Magic didn’t render it…came in perfect. I’m sending you the file because you have to see this…lol. I took an 8×8 primstar mesh into 2.56 and modeled and sculpted it there. Then exported the object as an obj file and imported it into Magic as a sculpt. So that worked great.
However, I also needed to offset the center to the shoulder and used my 3D cursor with Center Cursor, and try as I may, I couldn’t get the sculpt to reflect the new center.
Even setting Keep Center on the Bake menu didn’t help.
Let me know if it is pilot error or is it recalibrating the center?
Thanks,
Ele
Ok, I have tested the hummingbird in the new Mac version…I will also test PC. All settings are set to RGBA for all objects, but maps inworld have no alphas. Also, while the wing is not inverted, it’s also not mirrored, which is how the preview shows the sculpts as well. It is in the correct position, and checkmarking Mirrored on the Object tab. Only one map was created for the wing and used twice.
Yes, i see the error. The package maker for the MAC takes the wrong version of the scripts. As a quick fix i have repacked the MAC package by hand and reused what i found in the windows package. It should now be fixed. Please download the MAC build again (it has the same name as before but its a new file).
About the RGBA problem i have to see what is going on there (i still can not reproduce that, maybe i am missunderstanding something)
Hi, Gaia, it didn’t work. Same result. I am emailing you the image from preview showing the error plus the file. I figured out the image error. In the new 2.3.7 versions, the default image is set to jpg…never occured to me to look at the image type it was set to, heh. So pilot error on that one.
Also now see how to add some html, but larger image coming in email.
BTW, I just tested it and it only occurs on the maps for the multiparts….single export keeps the RGBA.
Gaia, I just noticed on my SL multipart build, the maps don’t have an alpha on them even though there is a RGBA designation in my settings. Can that be fixed?
Unfortunately i can not reproduce that. For me all parts of a multi sculptie bake get the correct alpha mask. Maybe you can explain in more detail how you get this problem ?
One hint: The “Quick Bake” uses the most recent settings of the bake tool. So if you the baker was in “None alpha mask” mode then the entire collection of sculptmaps will be baked without Alpha.
Ok, so i used a full 32×32 sphere to make my wing. I mirrored it, and then applied the mirror, and separated the two wings with the Separate command to make two wings (it retains its individual uvs that way). This always ends up in inverting the normals. It looked like Blender was fixing it. I think it said it was reassigning UVs (I thought that info would be reflected in the console). While it baked the multipart perfectly and rezzed in SL, the mirrored wing came in reversed. I am emailing you that .blend file as I know it’s easier for you to see things that way.
Hi, Eleanora.
Jass-Magic only looked for negative scale values for inside/out detection. But in your case you have done the modelling differently such that you avoided negative scaling. Hence Jass-Magic failed here.
The only reliable method to deal with this problem is to find out if the baked sculptie is inside out or not. But the baked sculptie is just an image and we do not know (yet) how to calculate the normals directly from the image.
Here is what jass-magic currently does:
When you call “Preview selection as Sculpties” you will get one new object for each selected sculptie (as before). But now each object is checked for flipped normals AFTER it has been created. When the previewer finds a candidate with flipped faces then:
- it fixes the problem in the UV map of the original object
- it removes all just created objects again
- it forces a complete rebake of the selection
- it restarts the preview function and finally the desired results appear.
This automatic rebake is a bad thing, because the “flipped normals detector” is not 100 reliable (see below). Hence i will add a selection choice as follows: If the previewer detects flipped sculpties it will ask if it is ok to correct the problem. I hope that i can add this feature later tonight.
Here is where i guess that the “flipped normals” detection will fail: when massively bended sculpties are involved. So if you use multiple sculpts in one sculptmap then the flipped normals detector may wrongly guess that it deals with flipped faces.
Hi, Gaia.
Looks like it’s working great so far. I am working on a hummingbird and have 3 parts to it so far. I made them, using primstar shapes, in blender 2.56 with their sculpt tools and saved the .blender file, plus exported each piece back out as an .obj and then opened them in 2.3.7 with Import Second Life Sculptie. Parented them, baked and exported the LSL and built it fine in SL. I have screen caps of the console and a couple of other things; don’t see that I can attach any images here, but I will send to your email. I will next try mirroring the wing to see how it does as that is what usually creates reversed normals.
Tried to import a sculptie that I previously made into Blender used the script to import under the file menu. The file is a tga but I get an error stating the it is the wrong file type. But it does in fact import it.
Fixed in jass-magic-1.0a
I no-longer get the 6 new “Sculptie Quick Add” functions in the add menu like I do on 2.3.6.
I have removed these entries again because we found that this solution was not adding much to the usability. In fact we found that it obscured more than it helped.