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	<title>Comments on: Starter 3: Create Your First Sculpted Prim</title>
	<atom:link href="http://robynhuffaker.com/sculptblender/2010/03/07/starter-3-start-sculpting/feed/" rel="self" type="application/rss+xml" />
	<link>http://robynhuffaker.com/sculptblender/2010/03/07/starter-3-start-sculpting/</link>
	<description>Second Life and OpenSim Builder Resource</description>
	<lastBuildDate>Wed, 25 Jan 2012 02:50:39 +0000</lastBuildDate>
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		<title>By: Aeris</title>
		<link>http://robynhuffaker.com/sculptblender/2010/03/07/starter-3-start-sculpting/comment-page-1/#comment-3208</link>
		<dc:creator>Aeris</dc:creator>
		<pubDate>Sat, 26 Nov 2011 11:23:04 +0000</pubDate>
		<guid isPermaLink="false">http://robynhuffaker.com/sculptblender/?p=46#comment-3208</guid>
		<description>after a while of hard pondering: I had to set the name of the &quot;UV_Tex&quot; to &quot;sculptie&quot;.</description>
		<content:encoded><![CDATA[<p>after a while of hard pondering: I had to set the name of the &#8220;UV_Tex&#8221; to &#8220;sculptie&#8221;.</p>
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	<item>
		<title>By: Aeris</title>
		<link>http://robynhuffaker.com/sculptblender/2010/03/07/starter-3-start-sculpting/comment-page-1/#comment-3206</link>
		<dc:creator>Aeris</dc:creator>
		<pubDate>Sat, 26 Nov 2011 08:25:20 +0000</pubDate>
		<guid isPermaLink="false">http://robynhuffaker.com/sculptblender/?p=46#comment-3206</guid>
		<description>What does &quot;X is not an active sculptie&quot; mean and how do I rectify it? I can&#039;t bake half of the objects in my scene :(

(X being any given object that I&#039;m trying to bake)</description>
		<content:encoded><![CDATA[<p>What does &#8220;X is not an active sculptie&#8221; mean and how do I rectify it? I can&#8217;t bake half of the objects in my scene <img src='http://robynhuffaker.com/sculptblender/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> </p>
<p>(X being any given object that I&#8217;m trying to bake)</p>
]]></content:encoded>
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	<item>
		<title>By: Murgy</title>
		<link>http://robynhuffaker.com/sculptblender/2010/03/07/starter-3-start-sculpting/comment-page-1/#comment-1570</link>
		<dc:creator>Murgy</dc:creator>
		<pubDate>Mon, 02 May 2011 02:25:34 +0000</pubDate>
		<guid isPermaLink="false">http://robynhuffaker.com/sculptblender/?p=46#comment-1570</guid>
		<description>You must always start out with a mesh that has the right format for a sculptie.  This doesn&#039;t necessarily mean using Primstar, but Primstar helps you start with a mesh that will work as a sculptie.  You can&#039;t, for example, take any ordinary 3D model and make it into a sculptie.  It just doesn&#039;t work.</description>
		<content:encoded><![CDATA[<p>You must always start out with a mesh that has the right format for a sculptie.  This doesn&#8217;t necessarily mean using Primstar, but Primstar helps you start with a mesh that will work as a sculptie.  You can&#8217;t, for example, take any ordinary 3D model and make it into a sculptie.  It just doesn&#8217;t work.</p>
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	</item>
	<item>
		<title>By: nirmanakaya</title>
		<link>http://robynhuffaker.com/sculptblender/2010/03/07/starter-3-start-sculpting/comment-page-1/#comment-1564</link>
		<dc:creator>nirmanakaya</dc:creator>
		<pubDate>Sun, 01 May 2011 00:34:50 +0000</pubDate>
		<guid isPermaLink="false">http://robynhuffaker.com/sculptblender/?p=46#comment-1564</guid>
		<description>Great tutorials thanks:)
You always start form the sculpted mesh from primstar and modify it?
Or you can make a mesh and then transform the uv map into a sculpt?</description>
		<content:encoded><![CDATA[<p>Great tutorials thanks:)<br />
You always start form the sculpted mesh from primstar and modify it?<br />
Or you can make a mesh and then transform the uv map into a sculpt?</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Isa</title>
		<link>http://robynhuffaker.com/sculptblender/2010/03/07/starter-3-start-sculpting/comment-page-1/#comment-1427</link>
		<dc:creator>Isa</dc:creator>
		<pubDate>Sat, 02 Apr 2011 05:11:17 +0000</pubDate>
		<guid isPermaLink="false">http://robynhuffaker.com/sculptblender/?p=46#comment-1427</guid>
		<description>Never mind... it appears to have fixed itself on reboot? Hah, I spoke too soon.</description>
		<content:encoded><![CDATA[<p>Never mind&#8230; it appears to have fixed itself on reboot? Hah, I spoke too soon.</p>
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	</item>
	<item>
		<title>By: Isa</title>
		<link>http://robynhuffaker.com/sculptblender/2010/03/07/starter-3-start-sculpting/comment-page-1/#comment-1426</link>
		<dc:creator>Isa</dc:creator>
		<pubDate>Sat, 02 Apr 2011 04:48:01 +0000</pubDate>
		<guid isPermaLink="false">http://robynhuffaker.com/sculptblender/?p=46#comment-1426</guid>
		<description>I&#039;m having.. an issue. I understand most of the tutorial, I got the meshes working and everything like that. But when I hit G, S, or R, when I have vertices selected, it will ONLY move/stretch/rotate the entire mesh, and I can&#039;t figure out why. Also, if I have vertices selected, and I DON&#039;T have PEF selected, I can move them with the mouse, but if I do have PEF selected, I can&#039;t move them at all. Nothing I do seems to really make me able to move selections instead of the entire mesh.

(For example, the bit you said about selecting the top edge loop, then hitting S then Zero to close the cylinder? Yeah, it seemed to reduce my entire object to size zero. What the heck, Blender?)</description>
		<content:encoded><![CDATA[<p>I&#8217;m having.. an issue. I understand most of the tutorial, I got the meshes working and everything like that. But when I hit G, S, or R, when I have vertices selected, it will ONLY move/stretch/rotate the entire mesh, and I can&#8217;t figure out why. Also, if I have vertices selected, and I DON&#8217;T have PEF selected, I can move them with the mouse, but if I do have PEF selected, I can&#8217;t move them at all. Nothing I do seems to really make me able to move selections instead of the entire mesh.</p>
<p>(For example, the bit you said about selecting the top edge loop, then hitting S then Zero to close the cylinder? Yeah, it seemed to reduce my entire object to size zero. What the heck, Blender?)</p>
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	<item>
		<title>By: Gaia Rossini</title>
		<link>http://robynhuffaker.com/sculptblender/2010/03/07/starter-3-start-sculpting/comment-page-1/#comment-304</link>
		<dc:creator>Gaia Rossini</dc:creator>
		<pubDate>Wed, 04 Aug 2010 07:51:12 +0000</pubDate>
		<guid isPermaLink="false">http://robynhuffaker.com/sculptblender/?p=46#comment-304</guid>
		<description>WOW!! Ty so much!</description>
		<content:encoded><![CDATA[<p>WOW!! Ty so much!</p>
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	</item>
	<item>
		<title>By: Murgy</title>
		<link>http://robynhuffaker.com/sculptblender/2010/03/07/starter-3-start-sculpting/comment-page-1/#comment-301</link>
		<dc:creator>Murgy</dc:creator>
		<pubDate>Tue, 03 Aug 2010 19:05:28 +0000</pubDate>
		<guid isPermaLink="false">http://robynhuffaker.com/sculptblender/?p=46#comment-301</guid>
		<description>The import thing will always give the sculpty square proportions, because the scale isn&#039;t saved in the sculpt map. If you want to use those parts over, I&#039;d suggest looking at my &quot;Multi-Sculpt&quot; tutorial and append the objects to the new blend file.</description>
		<content:encoded><![CDATA[<p>The import thing will always give the sculpty square proportions, because the scale isn&#8217;t saved in the sculpt map. If you want to use those parts over, I&#8217;d suggest looking at my &#8220;Multi-Sculpt&#8221; tutorial and append the objects to the new blend file.</p>
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	</item>
	<item>
		<title>By: Gaia Rossini</title>
		<link>http://robynhuffaker.com/sculptblender/2010/03/07/starter-3-start-sculpting/comment-page-1/#comment-300</link>
		<dc:creator>Gaia Rossini</dc:creator>
		<pubDate>Tue, 03 Aug 2010 18:31:46 +0000</pubDate>
		<guid isPermaLink="false">http://robynhuffaker.com/sculptblender/?p=46#comment-300</guid>
		<description>With reference to my previous post...ouch....sorry I have used some italian words into brackets ....the translation is &quot; heel shoe soles&quot;</description>
		<content:encoded><![CDATA[<p>With reference to my previous post&#8230;ouch&#8230;.sorry I have used some italian words into brackets &#8230;.the translation is &#8221; heel shoe soles&#8221;</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: Gaia Rossini</title>
		<link>http://robynhuffaker.com/sculptblender/2010/03/07/starter-3-start-sculpting/comment-page-1/#comment-299</link>
		<dc:creator>Gaia Rossini</dc:creator>
		<pubDate>Tue, 03 Aug 2010 18:30:21 +0000</pubDate>
		<guid isPermaLink="false">http://robynhuffaker.com/sculptblender/?p=46#comment-299</guid>
		<description>Hello. 
I am using Jass and I am experiencing this issue:

I have created some parts of a boot ( tacco suola calzare etc) and I d like to use those for future projects. As usual, in EDIT MODE , all vertex selected , I baked the single mesh and saved as tga.

When I try to open again one of this mesh the scaling is not respected ( especially in Y axes) and it seems that the object is a lot &quot;smooted&quot; .

I tried to check the KEEP SCALE option in Bake menu but it didnt work. 

Any suggestion? TYVM in advance 

Gaia</description>
		<content:encoded><![CDATA[<p>Hello.<br />
I am using Jass and I am experiencing this issue:</p>
<p>I have created some parts of a boot ( tacco suola calzare etc) and I d like to use those for future projects. As usual, in EDIT MODE , all vertex selected , I baked the single mesh and saved as tga.</p>
<p>When I try to open again one of this mesh the scaling is not respected ( especially in Y axes) and it seems that the object is a lot &#8220;smooted&#8221; .</p>
<p>I tried to check the KEEP SCALE option in Bake menu but it didnt work. </p>
<p>Any suggestion? TYVM in advance </p>
<p>Gaia</p>
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