Support this site
User login
Navigation
Recent comments
- Nevermind, I finaly got to
1 day 22 hours ago - Hi all,
I've ben working on
3 days 21 hours ago - New sculptify attempt, unsuccessfull again
5 days 18 hours ago - Normal maps.
6 days 17 hours ago - fan blades
6 days 19 hours ago - Too many seams for sculptify
1 week 1 day ago - Normal maps
1 week 1 day ago - uvcalc_follow active_coords.py
1 week 2 days ago - thx , it workin by add the
1 week 3 days ago - Well, but it's very
1 week 4 days ago
Who's online
There are currently 0 users and 4 guests online.
Who's new
- dagashi Horatio
- atlantid
- blarging2000s
- onlos
- LadyBeverley

I recently came across this tutorial, but the thing from stopping from creating my sculpties is the script. I've downloaded it, but as soon as i want to put into the blender file it gives me an error message of:
Acces is denied. Unable to create directory: C:/Program Files\Blender Foundation\ 'then whatever the name of it is' Administravive privileges may be required.
I've looked up many sites, even the Blender site to seek help of any sort, but none could be found.
Please have an answer for my problem. its driving me nuts. >.<
E-mail responds to eriko.chan@hotmail.com.
Please & Thank You.
I recently came across this tutorial, but the thing from stopping from creating my sculpties is the script. I've downloaded it, but as soon as i want to put into the blender file it gives me an error message of:
Acces is denied. Unable to create directory: C:/Program Files\Blender Foundation\ 'then whatever the name of it is' Administravive privileges may be required.
I've looked up many sites, even the Blender site to seek help of any sort, but none could be found.
Please have an answer for my problem. its driving me nuts. >.<
E-mail responds to eriko.chan@hotmail.com.
Please & Thank You.
Nevermind, I finaly got to work. It was a case of operator error. Thanks all.
Doesnt work the export on LSL, keeps giving me error. What I do?
Hi all,
I've ben working on this wheel using a profile with 32 verts and the spin feature in Blender with 360 degrees and 32 steps. I get the mesh exactly as I'm hoping for it to look, 1056 verts but only 992 polygons. I've redone everything (redone the profile) several times from scratch. But no matter what I do I can't seem to get the resulting mesh 'sculptified' with out significant deformation when I bring that 'sculptie' mesh back into Blender from the sculpt map image for preview. I've included the .blend file with the profile and the spin set up. If someone could take a look and let me know where I'm going wrong I would greatly appreciate it.
Hi all,
I created a profile of verts, used the spin feature and now have exactly the object I wanted with 1024 faces. I've tried placing the single seam in different ways and, still, each time I try to 'sculptify object' the resulting sculptie is either one half of the object (different depending on where and how I position the seam) or is deformed in some manner if no seam.
If you, Domino, or anyone that understands this better than I do would take a look at this .blend file and let me know what I've done wrong.
Thank you in advance.
Ezra
Oh, that clue about using the normal map as part of the materials sounds promising. Maybe. If you have a chance to expand on that it may be interesting information for all of us that are not so great at the texturing tools in Blender.
That explanation of why I could not sculptify that head makes a lot of sense. Great to know to check for that.
Ezra
Neat!
But I think its a problem of blender, not of primstar.The last Stable for Mac is 2.49b for 10.5 maybe a new build for 10.6 would fix the problem
Sculptify only supports single sculptie objects at the moment. As you've marked seams on the head, it's trying and failing to do it as multiple sculpties. So in edit mode, select all and do (ctrl e) clear seams. Select a single column of vertices down the back of the head and mark it as a seam. Now delete the UVTex layer. Sculptify should now work as expected on this mesh - I just needed to rotate the UV map and image size afterwards in my test.
SL doesn't support normal maps, you can use them as part of the material in Blender for baking textures though.
I have been trying to get primstart to work on Ubuntu 9.10 for hours now without result.
I keep getting this error. The options show up right in Blender, but this error occurs when I try to use them: ImportError: No module named uvcalc_follow_active_coords
My uvcalc_follow_active_coords.py is located here:
/usr/share/blender/scripts/blender
Can I fix this from here somehow or is your help required? Thanks in advance!
thx , it workin by add the primstar_1.0.0 folder in the scripts folder , then runing the( install.py )by the python command line
Well, but it's very unconfortable with let's say few hundreds of sculpties. :\
Thanks Gaia,
I sort of felt the same way about 'sculptify'. I've had similar experiences with it failing to create a viable sculpty even though the perameters of the subject mesh were well within the the SL sculpty format.
I've already created another base mesh for the head, unwrapped it and created a UV for it in Blender. I'm now working on it in Zbrush and I'll eventually try making the normal map from what will be a high poly model to apply to the low poly 'sculpty' here in world. I believe that there may be a way to get this done as I've seen sculpies in-world that seem to have so much detail that that would be the only way to have accomplished it in my own opinion. It's all a two-fold experiment anyway, one to see how well I can actually sculpt a human face and second to see if I can get the normal map of the high poly details to work in-world on a low poly model. All just fun and learning and fun at learning. If I can figure out the normal thing it would certainly expand what I'm able to produce with sculpties.
Q: Can someone let me know: 1) Is it possible to use the normal map process as I described in SL on a sculpty?
A: My first guess was also to use normal maps to create high resolution textures for low resolution sculpties. I think that is even possible. But i learned that (in blender) baking a texture from a high poly mesh to a low poly object is a common practice and there is a way to do it "officially". That is what you most probably will want to achieve. It needs a bit of know how though. I know how to do it meanwhile, but i still was not able to make good results. But this due to my own lack of knowledge at the moment.
Q: 2) Where did I go wrong? Was it in not transferring the original 1008 model into Zbrush with the UV unwrap done? and 3) Can anyone explain why 'sculptify object' wouldn't work on a model that (prior to taking into Zbrush) I was able to make a viable sculpty of?
A: I tend to say the "Sculptify Objects" is not fully developed yet. At least from all my own attempts to use it i only was 100% successfull in very rare cases. THe only sort of objects which i could reliably sculptify was NURBS. I tried to remove the sculptmap from an "original sculptie" and then redo it with sculptify objects. That worked as long as i did not manipulate the mesh. And it often failed as soon as i modified the mesh beforehand.
All in all i can just say, that Sculptify Objects tries to create a square shaped UV map. It almost ever produzces UV maps which only partially cover the full UV map. And i have no idea how i would have to readjust the resulting UV-map in order to get back my sculptie.
I might be completely wrong concerning the sculptify objects issues. Domino should tell what's up here
This issue was solved via the second life forums here: https://blogs.secondlife.com/message/108138
After further research I realized that I needed to reinstall python with the tk flag, you can disregard my previous comment and thank you for all your hard work.
Hi, I am trying to get primstar working here. I am running Gentoo Linux, with blender and python installed. Blender was compiled with Python version 2.6.4 and the checking for installed Python message responds with "got it!" when starting blender. Typing python --version at the console reports "Python 2.6.4" so I seem to have the matching version of Python installed. The installer seems to work, blender starts up but if I try to add a sculpt mesh this message appears on the console...
ImportError: No module named Tkinter
Can anyone tell me what am I am missing? Thanks in advance.
it does not bake because the uv map is wrong.
i think, you created the object by extruding ? Then you applied sculptify objects ? probably you did that... Well, i tried it too and i failed. I would say the sculptify objects does not work in all cases. You should not rely on that (in my opinion). But when you start with a sculpty cylinder and bend it into your form you will get a working sculptie.
Thank you Fizz - this has just been so helpful. At least now I can get a prim to start work on. Now I just have to stop Blender from crashing!
I'm getting the same exact error. Any clue on this?
Hi Domino!
I tried to use the script "sculptify object". I added the subsurf modifier with lvl 2 and changed in object mode. When i want to use the script i get the message "python error - check console". In the console is the following error written:
---------------------------------------------------
Traceback (most recent call last):
File "", line 1, in
File "E:\blender-2.49b-windows\.blender\scripts\object_sculptify.py", line 51, in
from primstar.sculpty import sculptify
ImportError: No module named primstar.sculpty
---------------------------------------------------
I don`t know how i can fix that....
Thanks for your help and the great work!
Best regards!!
I dont seem to have the Second Life Sculpte (.tga) option in Import menu. Is there a spicific way to get that there?
Hi .....I am having the same problem Alesco? could you explain how you got around it...
Thank you