primscripts
now you have two ways to assemble sculptie primsets. my qLab assembler, or Eddy Stryker’s libsl assembler. all you need are these files.
the little tyke above was taken directly from turbosquid. he’s pretty identical to his maya rendering:
perchance will someone step-up to create a blender exporter? Jeffrey Gomez, are you listening?
Filed under: maya,second life - @ 13 July 2007 2:47 am
i should mention – you can pick-up a copy of him in-world at my weekly sculptie-dev office hours – each friday from 11-12SLT.
http://slurl.com/secondlife/Q/74/96/274
although, seeing as it’s 5am now – i suspect tomorrows office hours will be canceled.
Just to let you know, I’m working on something similar to this for 3ds Max. I’m integrating my SculptGenMax script (http://wiki.secondlife.com/wiki/SculptGenMax) with SLPrim (http://www.windyweather.net/smf/index.php?board=15.0) and then beefing it up. I’m posting my progress on the windyweather board.
The result will be a unified offline building environment in 3ds Max for both prims and sculpties. You’ll be able to import a scene of prims/sculpties from 3ds Max in a similar way to what you’re doing in Maya. When I get a little closer to the finish, I’ll take a look at the Maya assemblers to see if I might be able to hook into them.