Use Alt, arrow keys or mouse to zoom in, look around and keep your avatar out of the picture, useful when taking screen shots or using Wegame to record a walkthrough.
Sculpted Prims
= a prim whose shape is determined by a texture. These textures are called Sculpt Textures.
Sculpt Texture (or Sculpt Map) = a standard RGB texture where the R (red), G (green) and B (blue) channels are mapped onto X, Y, and Z space. Sculpt Textures are similar to normal maps, but instead of encoding surface normals, surface positions are encoded.
Stitching type
A sculptie map is really a flat (i.e. 2 dimensional) square which is applied to and deforms a Second Life prim. As a square, it has edges. If you want to shape it into something that doesn't have edges (i.e. is 3 dimensional), you need to "stitch" those edges together.
Sphere: when you select spherical stitching, the left and right sides of the square are stitched to each other, and the top and bottom edges are stitched to a single point.
Cylinder: when you select cylindrical stitching, the left and right sides of the square are stitched to each other, but the top and bottom are left unstitched.
Torus: when you select torus stitching, the left and right sides of the square are stitched to each other, and the top and bottom are also stitched to each other.
Planar: when you select planar stitching, all the sides are left unstitched. (This is the same as selecting "none".) LOD = level of detail
Resources:
Prim Composer FAQ
Second Life Wiki forum on sculpted prims
Sculpted_Prims_Creators_Guide (Glossary)
Very basic steps to create sculptie in 3ds max using Prim Composer:
- Make sure you create a shape under the Prim Composer menu, choose a shape.
- Edit the shape using Edit Poly, Select Vertexes etc. may use soft selection, relax, make planar
- Convert (using left mouse click menu) to a mesh
- Using Prim Composer main menu, Convert, then Export.
Very basic steps to import this into SL:
- Choose import from building menu
- Import the sculpt image created above
- Create a prim - choose a sphere - then change this to a sculpted type from the 'Object' tab.
- When sculpted type is selected, a new texture screen appears, click on this to change and select your mesh map created above (will have been imported into your Textures folder)
- There it is!
Scratch for Second Life
See: http://web.mit.edu/~eric_r/Public/S4SL/
also http://theforcethat.blogspot.com/2008/07/script-generator-for-second-life.html
I had a look at this but it didn't have what I needed...so I consulted my trusty developer friend on how to join up scripts nicely...
Particles
Particle Anatomy - Prims
Particles, like Light, requires a source. In SecondLife, that source is always a prim.
Any prim can emit particles, though some shapes, sizes and rotation work better than others depending on what you're trying to do. There are two things to remember when choosing a prim to put particles on:
1) SIZE: Use small with small and big with big. Tiny particle effect? pick tiny particles and tiny prims.
BIG particle effect? pick BIG prims and BIG particles.
2) ROTATION and SHAPE: Some 'angular' particle displays are sensitive to the rotation of their source prim. Some prims, like Sphere, Torus, Ring and Tube are created turned on their side, others aren't.
Very good intro to scripting for particles: http://www.heatonresearch.com/articles/187/page2.html
Script generators: http://particles-lsl-generator.bashora.com/index.php
or go to Xah Particle Maker, or Particle Laboratory in second life - however, need to know the basics before using these resources