(The following is an ongoing series of tutorials for my offline builder tool, Prim.Blender. For the tutorial index, click here)
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Once the build’s done, it’s time to import your creation into Second Life!

Most of the work is completely automated, especially for sculpties.
—-
To begin, you must first obtain the latest build of Prim.Blender.Importer.
Unless you’re a geek with time to compile things by hand, you’ll want to pick up a copy from my store:

Buy a copy of the importer for L$1:

Find a good place to set it out and enter edit mode:

Now alt-tab or mouse out of Second Life. Open your .prims file in a text editor.
If necessary, rename the file “.txt”, all you Windows users.

Don’t worry if the output appears slightly jumbled up; it’ll format just fine in Second Life.

Up until version 0.5.4, Prim.Blender saves linebreaks as “\n”, or UNIX mode. This has been altered to DOS Mode “\r\n” in subsequent releases, making output format properly in Windows Notepad.
Both format in SL just fine, regardless.

Save the output you just copied to a notecard. Name it whatever you like.

If any sculpties are present, you’ll also need to bulk upload the sculpt maps.

Be warned: this operation costs L$10 per upload. Unfortunately, there’s no avoiding this currently.

Now, shift-select all of the images you just uploaded and drag them from inventory to the importer:

And finally, drag and drop the notecard you saved to the importer.
If everything went as expected, you should see these messages, and when the process completes, “Done.”

Be warned that if you see warnings about missing images, you probably skipped the image step above.
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If everything went as expected, congratulations! Your prims should now be imported:


As a follow-up, you should set the correct permissions and creator information for your imported objects, or the importer itself.
You can do this by linking a prim you created as the last in the set, or altering your importer through this tutorial.
—-
Of course, if things didn’t go as expected, you can always poke me by email and ask me what went wrong
If things went well, be sure to tell me about it, too. I’m always interested in new builds.
—-
Care to head back to the tutorial index?
—-
Once the build’s done, it’s time to import your creation into Second Life!

Most of the work is completely automated, especially for sculpties.
—-
To begin, you must first obtain the latest build of Prim.Blender.Importer.
Unless you’re a geek with time to compile things by hand, you’ll want to pick up a copy from my store:

Buy a copy of the importer for L$1:

Find a good place to set it out and enter edit mode:

Now alt-tab or mouse out of Second Life. Open your .prims file in a text editor.
If necessary, rename the file “.txt”, all you Windows users.

Don’t worry if the output appears slightly jumbled up; it’ll format just fine in Second Life.

Up until version 0.5.4, Prim.Blender saves linebreaks as “\n”, or UNIX mode. This has been altered to DOS Mode “\r\n” in subsequent releases, making output format properly in Windows Notepad.
Both format in SL just fine, regardless.

Save the output you just copied to a notecard. Name it whatever you like.

If any sculpties are present, you’ll also need to bulk upload the sculpt maps.

Be warned: this operation costs L$10 per upload. Unfortunately, there’s no avoiding this currently.

Now, shift-select all of the images you just uploaded and drag them from inventory to the importer:

And finally, drag and drop the notecard you saved to the importer.
If everything went as expected, you should see these messages, and when the process completes, “Done.”

Be warned that if you see warnings about missing images, you probably skipped the image step above.
—-
If everything went as expected, congratulations! Your prims should now be imported:


As a follow-up, you should set the correct permissions and creator information for your imported objects, or the importer itself.
You can do this by linking a prim you created as the last in the set, or altering your importer through this tutorial.
—-
Of course, if things didn’t go as expected, you can always poke me by email and ask me what went wrong
If things went well, be sure to tell me about it, too. I’m always interested in new builds.
—-
Care to head back to the tutorial index?
Entries (RSS)
December 7th, 2008 at 2:51 pm Hey is there any way for this exporter to also work in Stand Alone Sims or Open life Grid too?
December 8th, 2008 at 7:49 pm Yeah, as fd spark asks – does this import process work with Open Life too? I’m really keen to use Open Life if I can produce 3D models outside of the world (i.e. using Blender) and then import them.
January 9th, 2009 at 3:12 am OpenLife isn’t currently supported, since I don’t maintain an account there, and am in the process of lapsing support for Prim.Blender to other resident maintained tools.
Should you discover that porting doesn’t require a lot of work or consider supporting such a project, be sure to let me know!