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SL Grid in Blender


Fenix Eldritch
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Hi everyone! Blender newbie here in need of some advice. Building with prims in SL is the only 3D modeling experience I have, so it's slow going wrapping my mind around things. My first project is to try and recreate a small building I originally made out of prims (hoping to reduce the prim cost with a more efficient model). I want to try to keep the same scaling and dimensions but I am having a hard time working with Blender's grid.

Is is possible to set up the grid such that it is similar to SL's? I've found how to make my scene use metric measurements, but the grid itself seems to not actually subdivide the way I'm use to from SL.

Also, is it possible to move vertices, edges, etc. X amount of meters away from a local point?

Currently using Blender 2.5

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Blender does have a grid system.  It's completely relative, so there are no actual units.  But, you can say that 1 grid point is a millimeter and it's mission accompllished, in regard to the sizing and scale of your objects. (^_^)

In View >> View Properties you can determine the grid spacing by units.  I personally use a grid spacing of 0.010 to match the "smallest prim" in SL. (^_^)

Then, when you have an object selected in Object Mode, you can pick Object >> Transform Properties.  The Dim X, Dim Y, Dim Z numbers are your relative end points for the existing objects.  To get an idea of what your sculpt will look like, unaltered on a 'square' prim, set the numbers all equal.  It'll warp and resize to give you an accurate view of what it will look like upon upload and apply. (^_^)

Finally, if you set Dim X, Y, Z to 2.55 (taking into account the 0.010 grid spacing) you can then hit Shift+S for the snap menu and pick Selection -> Grid.  Do this in Edit Mode with all vertices selected and they will snap to the nearest location within the available resolution of a sculpt map.  If it distorts now, it ~will~ distort when imported to SL.  Fine tuning a detailed build will lead to a far more stable baking process with far fewer rounding errors and the closest Blender -> SL conversion possible. =^-^=

That is... Until Mesh comes. (^_^)y

 

 

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Hi Fenix, What Immy told you in her post above is true for blender 2.49. However, in the Blender 2.5x series the situation has changed for the better. In the outliner window, you want to select the scene icon. This is the one next to the camera (render) icon. Down below that is the units submenu which will allow you to select between metric or imperial units. Full details and screen shots can be found here: http://www.katsbits.com/tutorials/blender/blender-2.5-metric-imperial-units.php

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The Collada Expoerter in Blender is changing too. (See Letwory Interactive) If you use JASS or Primstar for sculpties, the Gaia Clary site Machinimatrix.org gives you a fix for the older Collada scripts in Blender to make them easier to use with SL.

With Blender 2.49 a meter in SL is 100 units in Blender, which is very awkward to work with. With the patch the scaling on export to Collada changes the scale to +100 and makes it 1 unit to one meter, which is easier to work with.

I haven't done 2.5x exports recently so I'm not sure what the new changes from Letwory have done.

You can have both 2.49 and 2.5x installed. The easy install is to down load the 2.5 as the zip file and expand the content to a folder. The result is a stand alone Blender install that runs. If you use the install program things get... well... easier in some ways and more complicated in others. One of the 'others' is when you want to run multiple versions.

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Thank you for your responses!

After spending the rest of last night playing around, I actually managed to cobble together a shell mesh of my prim building. Test uploaded it on the preview grid and it only costs 4 prims (and that's without doing any work on the LODs). Original prim build was 40+ prims, so I'm very pleased!

Also, I'm happy to report that if you set the scene measurements to metric, the Collada exporter in Blender 2.5 will honor them when uploaded into SL. Scale is 1 to 1!

Also, in case anyone else is looking for this bit of info, I found that you can in fact precisely move/extrude with numbers. What you do is after grabbing or extruding, you just type in a number (pos or neg) and the selected verts will move that many grid units away (meters if you've set your scene up that way). Click or press enter to confirm.

PS: Last time I played with uploading a mesh, I would get two assets: a mesh asset (yellow prism icon) and and object with the mesh applied to it. Now I only get the object. Did they do away with the mesh inventory assets in the latest dev build?

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