In this tutorial you’ll learn how to make objects with more than one sculptie in Blender, and import all of it into Second Life, plus how to make duplicate sculpties in your blender file.

E Pluribus Unum

Sometimes it’s necessary to build an object with more than one sculptie. A knee-high boot, for instance, may need to be attached to more than one bone on the SL skeleton, or an object may have clearly different pieces like a belt and a buckle or a sword with a sheath, or a shape may simply be too complex to do easily with one sculptie.

You can model all of the sculpties you need in the same .blend file to be sure that the two sculpties fit together, and to do useful texture tricks, like having the sculpties cast shadows on each other. (See this tutorial)

Primstar Scripts

Domino’s new Primstar scripts actually include the ability to export multiple sculpties with a script that will let you recreate a multi sculpt object in Second Life.

Once you have things finished the way you want in Blender, bake the sculpt maps for all the sculpties you want to export. Next, select all the sculpt meshes in Object Mode, making sure the root prim is highlighted in bright pink.

Press Ctrl-P and select “Make Parent”. Double check that the other meshes are parented by selecting just the root object and moving it around. If the other objects follow, you’ve got it.

With that root object selected, go to the top menu and select File > Export > Second Life LSL (to dir). Browse to a folder (preferably an empty one) and hit ‘export’. This should save all of your sculpt maps and ONE plain text file with the extension .lsl. Open this lsl file with a program like Notepad, select all the text and copy it.

In world, rez a plain cube on the floor. Upload all of the sculpt maps and add them to the contents of your box. Next, create a new script inside the box, then double-click the new script to edit it. Delete the default script and replace it with the text you copied from the .lsl file.

Hit Save, and after a few seconds, the script will ask you to create a prim, name it “Primstar” and put it into the box. Do that. Then the script will ask you for linking permissions. Once you give the permissions, the script will start recreating your object in world, ending by linking everything together.


Duplicating a Sculptie

If you want to make a single sculptie that will be used on multiple parts of your build, go into Object mode and press Alt-D. And move the new object to where you want it.

This will create a new object, but the mesh for both will remain identical. If you edit the mesh in Edit Mode, both objects with change. If you scale/rotate/move the object in Object Mode, it will only effect the one object.

If the shape you need for a new sculpt mesh is similar to a mesh you already have, but not identical, go to Object Mode and press SHIFT-D instead. This will create a copy, but both the object and the mesh will be separate, so you can edit the new one without effecting the old one.

Currently, the Primstar scripts don’t seem to understand exporting objects with duplicate sculpts. I tried exporting a skull that used a lot of duplicate sculpts for the teeth, and that broke the lsl script pretty bad. xD So keep that in mind if you’re planning on using it.

Adding a Mesh from an Older File

If you have a sculptie from a previous file that you’d like to add/edit in your current one, you can ‘append’ the object.

You may want to save your current file now, in case of error. Now we’ll be using a function in Blender that lets you browse inside another .blend file and select a part to add to your current file. Go to File > Append or Link.

From here, you may actually start inside your current .blend file, which is useless because Blender doesn’t let you append anything from inside your current file. (Can someone explain to me why Blender does this?) Hit “..” until you see the contents of your save directory, then find the .blend file that contains the mesh you want to append and click it, then click “Object”. From here you’ll see a list of the objects in that file. Hopefully you’ve renamed your sculptie objects so that you can easily identify them. Select the one you want, and click “Load Library.”

If you haven’t been doing it already, it’s good practice to rename your objects in Blender

This makes browsing with the Append feature easier, and also lets Primstar name your sculpt maps or you before you export them to your hard drive.

Related posts:

  1. Make One Sculptie Look Like Two… or Three… or Four
  2. Starter 3: Create Your First Sculpted Prim
  3. Sculptie Stitch Type
  4. Create Precise Sculpted Prims
  5. Resolution Tricks

42 Responses to “Multi-Sculptie Builds”

  1. Great tutorials. On this one i have 4 meshes. Baked the 4maps went and made 1 mesh the parent of all 4. Exported to dir and problem is i get 4 lsl files one for each mesh. What am I missing.

    • Do you still have all four meshes selected? I believe you only want the parent mesh selected. (Also try moving just the parent mesh and see if the others follow, just to make sure they are really parented.)

  2. Alt- D does not copy objects while in object mode for some reason, also, I get a “Python script error” whenever I attempt to export a sculpt. What do i do? I’ve re-installed Blender and still have no luck.

    • A python script error can mean one of many different things. Usually these errors will generate text in the console. (If you’re running windows, this is the other window that opens with Blender.) Reading this text might be enough for you to figure out the problem on your own. Otherwise, write the error here and I might be able to help you better.

      It might be that you don’t have the right version of Python installed. 2.7.x and 3.0 are both not compatible with Blender currently. You’ll need version 2.6.x, found here: http://www.python.org/download/releases/2.6.5/

  3. Hai. Im trying to upload about 24 sculpts at once by using this technique. I baked all the maps and then did the parent thing. Once i try to export it it only exports 1 of the tga maps and then a lsl document which i cant open or do anything with. It doesnt give me any scripts and the other sculpts are missing.

    Is there something im missing?

    • The .lsl file is the script. You just need to tell your operating system to open the file in a basic text reader like WordPad, but if its only exporting one tga file, then there will only be one sculptie in the script, which won’t do you any good.

      Did you select just the parent object and move it around to make sure it was properly parented?

  4. Yup, but it still only made one sculpt map. Im going to give it a few more trys. I have tried baking all the maps at once and i tried doing them seperately. Its probably something simple i didnt click.

  5. I notice its making the same map every time i try it, could it be something with that sculpt itself?

  6. Also, the bake map isn’t changing maps when i click on different sculpts. I bake one map and then click on another sculpt and the map is the same as the one i just baked. When i try to bake the new sculpts map, it is kind of overriding the map of all the other sculpts.

    • That would do it. If there’s only one file in Blender, then the exporter only has one file to export. Did you by chance make your other sculpties by duplicating the first?

      Fix it by assigning new 64 x 64 images to the other sculpties before you bake them.

  7. oh yes, actually i made all the sculpties by duplicates to make it easier on my self. Ill try that now! :D

  8. Well i tried to assign new images but now it wont bake the sculpts at all. I’m getting this message in the blender window whenever i try.

    debug gui 000 – bake failed after 0.0197sec.

    The sec changes whenever i try and bake.

    • That.. is odd. Quickly make sure that you actually have the new images assigned. Go into edit mode and select all the pixels. Look in the UV/Image editor and see if it shows the small black image. If not, probably what happened is you didn’t switch to multires level 1 before creating the new sculpt image. It’s a weird quirk of Blender. Won’t let you assign new images to a mesh at higher levels of multires.

      That’s the only thing I can think of, anyway. If that doesn’t work, you might have to email me the file so I can take a quick look. So long as you don’t mind.

  9. Heyhey sorry for the absence, but i saw that the levels were at 2, so i switched them to 1. Now the problem is that im getting an error message saying ::

    Runtime Error: couldn’t load image data in Blender

    I dont know what this means, but when i try to bake it doesn’t bake anything. The bake sign stays there and then if i click the background it goes away without doing anything. Also its still changing the sculpt map of the previous sculpt i baked.

    Do you think it could be a problem with my program? Im going to keep giving it a try.

    Also i can send the file to you with no problem.

    • Hmm. Not sure about that one. I tried googling it, and the only person who seemed to have solved that problem reinstalled Python. So maybe try reinstalling Python and/or Blender and see if that clears up the issue.

  10. What exact versions of blender, python and primstar are you using? also, do you use the installer or unpack one? (not sure this matters i am just running out of ideas to try here)

  11. infact, i think people would appreciate direct links to download everything you have for your blender. i know i would! ^^ hope you do that

    • I.. actually DO give pretty direct links to everything that I use in the installation tutorial. You might want to check that out.

      • Thank you so much! i had completely missed the install tutorial. I had the same problem most did and for the life of me couldn’t figure out what was wrong. After doing your install tutorial it worked smoother than smooth! thanks again :D

  12. hi, I have tried my best to make multi sculpts as its in your tutorial. the problem i found is when i upload them into inworld the small and tiny objects looks ugly with uneven surface and less detailed. other thing is when i make a flat out of a cylinder, and curve it to make a coller or such the joints loses their shape, looks ugly again, please help

  13. Great tutorials but I’ve been running into a problem. I created an object that’s made up of 12 prims and each time I try to bake the meshes in prep for the export, about 75% of my sculpt maps are suddenly gone and every time I rebake, the same thing happens. Is this something with Blender or the scripts or some other kind of glitch, because it’s really confusing me.

    • ok, I seem to have found a solution for this after a bit more trying. I saved each individual sculpt map… which I probably should have done in the first place, then created a new folder and did the .lsl export into that new folder. Everything rezzed perfectly in world now and none of the baked sculpt maps disappeared while I was working in Blender since I had saved them.

  14. Was curious about how you made the eye sockets in the wolf-head example you have for this tutorial.

    • Thing of it like a sphere, turned on it’s side, with the two pinch points moved around to the front, then sunken in for the eye sockets.

      [Edit] Well that’s how the final product was anyway, with the eye sockets as part of the skull. The version in this tutorial has the eye sockets as a separate prim, but the seams were too distracting, so I rebuilt it.

      • Ok, i think I can figure out how that works. Do you think you’ll have a tutorial going over modeling holes into prims and such? I don’t think I saw one nor have I had any luck finding one.

        • I wouldn’t even know how to go about that, really. Maybe if I started trying to make tiny tutorials about little things instead of larger tutorials covering more generic ground or something. I guess maybe something like that would work…

          • Video or step-by-step screen shots of how you model would probably work best and more focused on a aspect or subject.

            I like the tutorials you already have up, but some times they make me wonder about some of the more finer details that goes into making it and it’s hard to find tutorials that cover subjects like how you modeled the wolf head and other, more detailed sculpted prim work.

  15. I still do not know how people import such perfect sculties into SL. I made a sword blade that looks like a blade from multitires 1 and that looks great at multitires 3. When I bake it (both Keep Scale and Center unchecked) and import the mesh from the sculpty TGA, the mesh looks like the afterproduct of a truck crash. Ok, I overreacted, still the smooth, beautiful lines go jagged, and the top and botton parts go strange. Do you have any explanation for that?

    • Note: I used a 256x256x0 Sphere. ( I guess )

      • The size would be your first problem. Sculpties are very limited and a finished sculptie at the highest resolution should only have 1024 faces, which is 32 x 32. You can rearrange those faces with oblong tessellation, but you can’t change the number.

        • I still tried lots of ways. Even though my mesh looks like Leonardo DiCaprio when I finish it, when I bake it on a texture and import said texture as a sculpty it looks more like Daniel Craig. (I tried oblong tessellation, surprisingly the top and bottom of the edge got even more jagged and ugly-looking) I still do not know how some people upload perfect-looking sculties that look like normal meshes to SL.

          • You said you started with a 256 x 256 x 0 sphere. It that’s true, then your sculpt won’t look exactly how you made it because a sculpt can only be 32 x 32 at the highest.

            I can’t really help you if you don’t explain your process more thoroughly then “I tried lots of things.”

            Try logging into the forums and posting some screenshots or something. That would probably be more organized than trying to do this in the comments of a rather unrelated blog post.

  16. When I export LSL, nothing appears in the empty folder I created. There are no sculpt maps or LSL files. The object’s parent is selected, and it moves all other prims when it is positioned. What did I do wrong?

    • Did you by chance get an error saying “A selected sculpt mesh has not been baked”? The error will pop up at the position of your cursor. Otherwise you might check for errors in the console.

      Beyond that, I can’t really know what’s going wrong without either more information about what you made and how you made it, or maybe looking at your file.

  17. Hi!
    So, i’ve baked all the maps, exported the .lsl file, made the prim, uploaded the sculpt map into the prim, created a script, deleted the default text in the script, copy/pasted the text from the .lsl file, and then i get the following error and the script deletes itself and the prim apparently deletes itself as well: http://gyazo.com/896ea096ea887623a2bd46a428dafc05.png

    • That’s the entire script that you copied and pasted? If that’s the case, then it isn’t getting exported properly. It kinda looks like you didn’t get the objects parented right. The script ought to be a lot longer, and it should walk you through a few steps when you save it, like asking for a prim named “primstar” and asking for link permissions and a few other things.

  18. First of all, let me give you the thanks for these wonderfull tutorials, that made my life happier (=

    So now, here is my issue:
    I’m trying to export 2 sculpts
    -So I bake the sculpt maps for all the sculpties I want to export
    -I select all the sculpt meshes in Object Mode, making sure the root prim is highlighted in bright pink
    -I Press Ctrl-P and select “Make Parent”. And I double check that the other meshes are parented by selecting just the root object and moving it around
    -With the root object selected, I select the Second Life LSL (to dir) export
    The problem is that this just save ONE sculpt map (of the root) and ONE plain text file…
    What am I doing wrong?

    • You should only have one text file for everything. But that you’re only getting one sculpt map. When you move around just the root prim, the other prim follows?

      • Yes it does, when I move around just the root prim, the other prim follows

        • Try saving both sculpt maps before you export lsl. The exporter should still re-save the sculpt maps, but depending on the length of the file name, it will either write over the file you saved or create a new one.

          After you export, open the created .lsl file and look for the line near the beginning that starts – list textures = ["first map", "second map", "etc"]; and see if both maps are listed.

          • There’s no such line in the .lsl file, but there’s only the name of the root sculpt map everywhere, I can’t see the name of the second sculpt map anywhere…
            What should I do?

          • If you don’t mind, send the .blend file to my email. I’ll see if I can pinpoint the problem from there.

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