Author Archive

(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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Basic Usage

From the previous tutorial, you should now be able to access the basic Prim.Blender screen:

Prim.Blender Base Scene

For those that have used SL’s internal editor, the majority of the commands should be very familiar.

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(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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Prerequisites:

We’ll begin by downloading a copy of Blender from their main page:

URL: blender.org

Begin by browsing to www.blender.org, as shown above. Go to the download page:

Blender Download Page

… and download the latest copy of Blender for your OS. If given the option, use the download with the latest version of Python.

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Prim.Blender is a tool for building Second Life™ works offline. While the tool is made to be as simple and user-friendly as possible, a bit of documentation can go a long way. :)

What you’ll find here are useful tutorials to cover the rough patches: installation, basic usage, importing, and advanced tricks that may otherwise be strange or obscure.

(Caution: Prim.Blender is no longer actively supported. If you would like to support this tool, or take over as project maintainer, please see my email below.)

Without further ado:

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Have ideas for a tutorial? Email me!

Send your idea, posting, or link, and I’ll post it here with full credit. :D
I’ve added a new Tutorial section in preparation of the Prim.Blender: How To Use It series, as well as a few sites from past and present.

Prim.Blender has also been updated to 0.5.4, with a *ton* of fixes for Windows users.

Full changelog:

- Added new params: Faces and multires (previously hardcoded)
- Added new GUI components for faces and multires values
- Added “Reset Mesh” to sculpt type options
- Fixed default Prim.Blender.blend file for a GUI bug with new objects
- Performed additional regression tests
- Added Windows XP to tested OSes
- Fixed a bug related to not having a full Python installation present
(we now warn the user and catch exceptions as necessary)
- Fixed a directory bug on Windows
- Reformated this text file back to DOS mode to be readable by Notepad.exe
- Updated .prims save output to DOS mode to be readable by Notepad.exe
- Fixed a bug where changing the mirror mode would nuke sculpty meshes without warning
- Changed default LOD back to 3

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Enjoy! :)
The importer for Prim.Blender has been posted to Sourceforge, as well as the source section of this site.

Built copies are available here:

http://slurl.com/secondlife/Great%20Pubnico/23/71/93/



Happy 4th of July! :)

(Even if it’s technically the 5th on the server’s clock)
I’ve released another copy of that wonderful, crazy building tool for Blender! With Sculpties! :D

It can be found on its SourceForge page:

https://sourceforge.net/projects/primdotblender/

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I’ve also posted its code to the Source section.

Yay!
Here’s a quick building tip I find particularly handy for mirroring sculpties along a desired axis or axes in bulk:

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* Along the X-axis:
- convert -channel Red -negate -flop <source> <destination>

* Along the Y-axis:
- convert -channel Green -negate -flop <source> <destination>

* Along the Z-axis:
- convert -channel Blue -negate -flop <source> <destination>

* Along the X- and Y-axes:
- convert -channel Red,Green -negate <source> <destination>

* Along the Y- and Z-axes:
- convert -channel Green,Blue -negate <source> <destination>

* Along the X- and Z-axes:
- convert -channel Red,Blue -negate <source> <destination>

* Along all axes:
- convert -channel Red,Green,Blue -negate -flop <source> <destination>


Example:

convert -channel Blue -negate -flop rook_source.png rook_dest.png

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This is a command-line operation for ImageMagick.

… and works in Cygwin for Windows, Terminal.app for OSX, and your favorite terminal for Linux/BSD.

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If you’re not comfortable with these options, the same effect can be emulated in Photoshop or The GIMP by flipping your image horizontally and inverting the Red (X), Green (Y), or Blue (Z) channels for the desired effect.

These operations may be combined, but you must flip the image horizontally each time you use an axis of rotation. (that is, once for X, Y, or Z, twice (no change) for XY, XZ, and YZ, and three times (once) for all three axes)

Anyway, I figured that’d be a handy little tip and timesaver. :D

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PS: Support the JIRA thread for mirroring sculpties in the viewer:
https://jira.secondlife.com/browse/VWR-6682

Forum Link: http://forums.secondlife.com/showthread.php?t=265631
I’ve posted a copy of the original (1.3b) release of the Prim mirror in the source section of this site.
This thread is highly entertaining:

http://forums.secondlife.com/showthread.php?t=265401
I’ve added a bit of source code to the new source section of this site. Currently it holds LSL2 code for some of my older Second Life projects, plus a new one I might be discussing very soon. Enjoy!