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	<title>Comments on: Update sculpties in OpenSim from scripts?</title>
	<atom:link href="http://justincc.org/blog/2009/11/17/update-sculpties-in-opensim-from-scripts/feed/" rel="self" type="application/rss+xml" />
	<link>http://justincc.org/blog/2009/11/17/update-sculpties-in-opensim-from-scripts/</link>
	<description>Justin Clark-Casey's personal website</description>
	<pubDate>Fri, 10 Sep 2010 00:19:58 +0000</pubDate>
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		<title>By: Educators - what would you most like to see next in OpenSim? &#124; justincc.org</title>
		<link>http://justincc.org/blog/2009/11/17/update-sculpties-in-opensim-from-scripts/comment-page-1/#comment-4291</link>
		<dc:creator>Educators - what would you most like to see next in OpenSim? &#124; justincc.org</dc:creator>
		<pubDate>Fri, 19 Feb 2010 19:26:01 +0000</pubDate>
		<guid isPermaLink="false">http://justincc.org/blog/?p=934#comment-4291</guid>
		<description>[...] get much free time to implement any of these soon - already I&#8217;ve had to put experiments with updating sculpties from scripts on the backburner.  But I&#8217;d be very interested to hear from educational users what their [...]</description>
		<content:encoded><![CDATA[<p>[...] get much free time to implement any of these soon - already I&#8217;ve had to put experiments with updating sculpties from scripts on the backburner.  But I&#8217;d be very interested to hear from educational users what their [...]</p>
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		<title>By: WhiteStar Magic</title>
		<link>http://justincc.org/blog/2009/11/17/update-sculpties-in-opensim-from-scripts/comment-page-1/#comment-2535</link>
		<dc:creator>WhiteStar Magic</dc:creator>
		<pubDate>Tue, 24 Nov 2009 23:25:45 +0000</pubDate>
		<guid isPermaLink="false">http://justincc.org/blog/?p=934#comment-2535</guid>
		<description>I think it would be a good idea to have an optimized function for bringing in sculpts from outside.  As Nebadon pointed out, the need for lossless is really a biggy.  Then we have the issue of texturing said sculpt appropriately, which as you know can be quite a chore depending on the sculpt map.  Even a simple pillar with a Marble texture is one thing but scaling and setting proportions with a more complex texture would have to be addressed somehow.

This is also appealing because it eliminates the need to stuff more blobs into the active asset store...    Going to ponder the possibilites.


Thanks Again for everything Justin
WS</description>
		<content:encoded><![CDATA[<p>I think it would be a good idea to have an optimized function for bringing in sculpts from outside.  As Nebadon pointed out, the need for lossless is really a biggy.  Then we have the issue of texturing said sculpt appropriately, which as you know can be quite a chore depending on the sculpt map.  Even a simple pillar with a Marble texture is one thing but scaling and setting proportions with a more complex texture would have to be addressed somehow.</p>
<p>This is also appealing because it eliminates the need to stuff more blobs into the active asset store&#8230;    Going to ponder the possibilites.</p>
<p>Thanks Again for everything Justin<br />
WS</p>
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		<title>By: justincc</title>
		<link>http://justincc.org/blog/2009/11/17/update-sculpties-in-opensim-from-scripts/comment-page-1/#comment-2506</link>
		<dc:creator>justincc</dc:creator>
		<pubDate>Mon, 23 Nov 2009 18:45:26 +0000</pubDate>
		<guid isPermaLink="false">http://justincc.org/blog/?p=934#comment-2506</guid>
		<description>@Marcus - Thanks very much :)</description>
		<content:encoded><![CDATA[<p>@Marcus - Thanks very much <img src='http://justincc.org/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: Marcus Llewellyn</title>
		<link>http://justincc.org/blog/2009/11/17/update-sculpties-in-opensim-from-scripts/comment-page-1/#comment-2496</link>
		<dc:creator>Marcus Llewellyn</dc:creator>
		<pubDate>Mon, 23 Nov 2009 06:50:41 +0000</pubDate>
		<guid isPermaLink="false">http://justincc.org/blog/?p=934#comment-2496</guid>
		<description>@justin - I overlooked that function. While the name of the function could have been more general when in comes to it's functionality, hindsight is 20/20. :)

B.T.W. ..

Keep up these sort of posts! I'm a lurker by nature, but I am a regular reader of your blog. I don't know if you're thanked often for your summaries of OpenSim updates, but as an hobbyist who has several regions on OSgrid that uses the cutting edge git releases I really appreciate your efforts. It is excellent P.R. for OpenSimulator, and I refer people to your blog for update info.

I also know that you contribute significant code to the project. Seeking opinions about your contributions is very welcome! Thanks for that as well. :)</description>
		<content:encoded><![CDATA[<p>@justin - I overlooked that function. While the name of the function could have been more general when in comes to it&#8217;s functionality, hindsight is 20/20. <img src='http://justincc.org/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>B.T.W. ..</p>
<p>Keep up these sort of posts! I&#8217;m a lurker by nature, but I am a regular reader of your blog. I don&#8217;t know if you&#8217;re thanked often for your summaries of OpenSim updates, but as an hobbyist who has several regions on OSgrid that uses the cutting edge git releases I really appreciate your efforts. It is excellent P.R. for OpenSimulator, and I refer people to your blog for update info.</p>
<p>I also know that you contribute significant code to the project. Seeking opinions about your contributions is very welcome! Thanks for that as well. <img src='http://justincc.org/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
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		<title>By: justincc</title>
		<link>http://justincc.org/blog/2009/11/17/update-sculpties-in-opensim-from-scripts/comment-page-1/#comment-2447</link>
		<dc:creator>justincc</dc:creator>
		<pubDate>Fri, 20 Nov 2009 20:01:19 +0000</pubDate>
		<guid isPermaLink="false">http://justincc.org/blog/?p=934#comment-2447</guid>
		<description>@Marcus - If you look at osSetDynamicTextureURL() isn't this what it already does (import an image and return a uuid)?

@Vin - I think there will be room for experimentation here if/once the basic functionality can be done.</description>
		<content:encoded><![CDATA[<p>@Marcus - If you look at osSetDynamicTextureURL() isn&#8217;t this what it already does (import an image and return a uuid)?</p>
<p>@Vin - I think there will be room for experimentation here if/once the basic functionality can be done.</p>
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		<title>By: justincc</title>
		<link>http://justincc.org/blog/2009/11/17/update-sculpties-in-opensim-from-scripts/comment-page-1/#comment-2446</link>
		<dc:creator>justincc</dc:creator>
		<pubDate>Fri, 20 Nov 2009 19:45:18 +0000</pubDate>
		<guid isPermaLink="false">http://justincc.org/blog/?p=934#comment-2446</guid>
		<description>Thanks for the information, Nebadon.  I'm also going to record here some links to pictures that you passed me in IRC to demonstrate the problem.

http://nebadon2025.com/screenshots/128_sculpt_SL_001.png
http://nebadon2025.com/screenshots/128_sculpt_SL_002.png
http://nebadon2025.com/screenshots/128_sculpt_SL_003.png</description>
		<content:encoded><![CDATA[<p>Thanks for the information, Nebadon.  I&#8217;m also going to record here some links to pictures that you passed me in IRC to demonstrate the problem.</p>
<p><a href="http://nebadon2025.com/screenshots/128_sculpt_SL_001.png" rel="nofollow">http://nebadon2025.com/screenshots/128_sculpt_SL_001.png</a><br />
<a href="http://nebadon2025.com/screenshots/128_sculpt_SL_002.png" rel="nofollow">http://nebadon2025.com/screenshots/128_sculpt_SL_002.png</a><br />
<a href="http://nebadon2025.com/screenshots/128_sculpt_SL_003.png" rel="nofollow">http://nebadon2025.com/screenshots/128_sculpt_SL_003.png</a></p>
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		<title>By: Nebadon Izumi</title>
		<link>http://justincc.org/blog/2009/11/17/update-sculpties-in-opensim-from-scripts/comment-page-1/#comment-2444</link>
		<dc:creator>Nebadon Izumi</dc:creator>
		<pubDate>Fri, 20 Nov 2009 19:24:25 +0000</pubDate>
		<guid isPermaLink="false">http://justincc.org/blog/?p=934#comment-2444</guid>
		<description>this sounds great to me also.. but here is the kicker.. sculpty need to be Lossless.. do we have the ability to flag the image as a lossless compression upload from the OSSL functions?? without this loading in sculpty is useless.. it would need to be added in if it is not already capable.  anyway sounds very useful i would love to see it happen.</description>
		<content:encoded><![CDATA[<p>this sounds great to me also.. but here is the kicker.. sculpty need to be Lossless.. do we have the ability to flag the image as a lossless compression upload from the OSSL functions?? without this loading in sculpty is useless.. it would need to be added in if it is not already capable.  anyway sounds very useful i would love to see it happen.</p>
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		<title>By: Marcus Llewellyn</title>
		<link>http://justincc.org/blog/2009/11/17/update-sculpties-in-opensim-from-scripts/comment-page-1/#comment-2442</link>
		<dc:creator>Marcus Llewellyn</dc:creator>
		<pubDate>Fri, 20 Nov 2009 17:23:27 +0000</pubDate>
		<guid isPermaLink="false">http://justincc.org/blog/?p=934#comment-2442</guid>
		<description>@justincc
I like this idea, but it seems to me like it's recreating the wheel within itself a tad. What I could use is an actual image handle of some type. Just give me the UUID key. Something along the lines of:

key imgUUID;
imgUUID = osGetImageURL("http://whowantsabananna.com/pbjellytime.png");

If this is a UUID, then you could make it work almost anywhere that accepts a UUID for an image. If the UUID were a NULL_KEY, then the attempted acquisition could be assumed to have failed.

// Set image as texture to any old prim.
llSetTexture(imgUUID, ALL_SIDES);

// Set image as sculpt texture with sphere stitching,
// and mirror it for giggles.
llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_SCULPT, imgUUID, PRIM_SCULPT_TYPE_SPHERE &#124; PRIM_SCULPT_FLAG_MIRROR]);

Probably all a pipe dream, but it makes sense to me. :) 

@Vin Seymore
What would be cool for smooth transitions for sculpts would be support for animating sculpt textures as frames like llSetTextureAnim does. This actually makes a *whole* lot of sense to me, as sculpts are usually 64x64, and you could stick 16 frames on just one 256x256 image. Could perhaps be called osSetSculptieAnim and borrow the options that work, and toss the ones that don't (SMOOTH and ROTATE modes might be funny to watch, but I'm not sure how useful they'd be.)

Because all the sculpts you needed would be rezzed at once, there's be no need to wait for any buffering beyond the time it take for one fame to rez. If one is rezzed, they all will be.</description>
		<content:encoded><![CDATA[<p>@justincc<br />
I like this idea, but it seems to me like it&#8217;s recreating the wheel within itself a tad. What I could use is an actual image handle of some type. Just give me the UUID key. Something along the lines of:</p>
<p>key imgUUID;<br />
imgUUID = osGetImageURL(&#8221;http://whowantsabananna.com/pbjellytime.png&#8221;);</p>
<p>If this is a UUID, then you could make it work almost anywhere that accepts a UUID for an image. If the UUID were a NULL_KEY, then the attempted acquisition could be assumed to have failed.</p>
<p>// Set image as texture to any old prim.<br />
llSetTexture(imgUUID, ALL_SIDES);</p>
<p>// Set image as sculpt texture with sphere stitching,<br />
// and mirror it for giggles.<br />
llSetPrimitiveParams([PRIM_TYPE, PRIM_TYPE_SCULPT, imgUUID, PRIM_SCULPT_TYPE_SPHERE | PRIM_SCULPT_FLAG_MIRROR]);</p>
<p>Probably all a pipe dream, but it makes sense to me. <img src='http://justincc.org/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>@Vin Seymore<br />
What would be cool for smooth transitions for sculpts would be support for animating sculpt textures as frames like llSetTextureAnim does. This actually makes a *whole* lot of sense to me, as sculpts are usually 64&#215;64, and you could stick 16 frames on just one 256&#215;256 image. Could perhaps be called osSetSculptieAnim and borrow the options that work, and toss the ones that don&#8217;t (SMOOTH and ROTATE modes might be funny to watch, but I&#8217;m not sure how useful they&#8217;d be.)</p>
<p>Because all the sculpts you needed would be rezzed at once, there&#8217;s be no need to wait for any buffering beyond the time it take for one fame to rez. If one is rezzed, they all will be.</p>
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		<title>By: Vin Seymore</title>
		<link>http://justincc.org/blog/2009/11/17/update-sculpties-in-opensim-from-scripts/comment-page-1/#comment-2435</link>
		<dc:creator>Vin Seymore</dc:creator>
		<pubDate>Fri, 20 Nov 2009 12:34:26 +0000</pubDate>
		<guid isPermaLink="false">http://justincc.org/blog/?p=934#comment-2435</guid>
		<description>Justin, that would be a great thing to have! Maybe it would also be possible to incorporate some kind of buffering for the dynamically loaded textures? Is this already possible for the "normal" (non-sculpty) textures - I dunno? Useful it would be in both cases. Buffering would allow for some smooth transitions... I have no clear idea yet how this could be achieved. Maybe it would mean to dynamically add the loaded textures to inventory of an av or a prim?</description>
		<content:encoded><![CDATA[<p>Justin, that would be a great thing to have! Maybe it would also be possible to incorporate some kind of buffering for the dynamically loaded textures? Is this already possible for the &#8220;normal&#8221; (non-sculpty) textures - I dunno? Useful it would be in both cases. Buffering would allow for some smooth transitions&#8230; I have no clear idea yet how this could be achieved. Maybe it would mean to dynamically add the loaded textures to inventory of an av or a prim?</p>
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		<title>By: Greenbush Labs Blog &#187; Blog Archive &#187; Dynamic Sculpt Maps in Opensim</title>
		<link>http://justincc.org/blog/2009/11/17/update-sculpties-in-opensim-from-scripts/comment-page-1/#comment-2427</link>
		<dc:creator>Greenbush Labs Blog &#187; Blog Archive &#187; Dynamic Sculpt Maps in Opensim</dc:creator>
		<pubDate>Thu, 19 Nov 2009 20:09:11 +0000</pubDate>
		<guid isPermaLink="false">http://justincc.org/blog/?p=934#comment-2427</guid>
		<description>[...] a twitter discussion with Justin Clark-Casey (more on his blog here) it seems a osSetDynamicSculptieURL() function for Opensim is feasible &#8230; A step closer to [...]</description>
		<content:encoded><![CDATA[<p>[...] a twitter discussion with Justin Clark-Casey (more on his blog here) it seems a osSetDynamicSculptieURL() function for Opensim is feasible &#8230; A step closer to [...]</p>
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