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Rotating Second Life Sculpties

by strredwolf (Chaplain)
on Sep 04, 2007 at 14:53 UTC ( #636955=snippet: print w/ replies, xml ) Need Help??

Description: Short few bits of code to bash out a sculptie from a 127x256 Gimp-made PGM (greyscale plain pixmap, not raw!). The plain PGM was made with the first and last rows completely white, and what I needed to rotate around the Z axis in black. The one-liner extracts the radii, the following script generates a plain PPM that takes those radii and rotates it around the Z axis, stepping through every 1.4 degrees (roughly).
 tail -n +5 Sculptie.pgm | perl -nle 'BEGIN{$l=$c=0;} $c++ unless($_);
+if(++$l==127){$l=0;print $c; $c=0;}' > Sculptie.zr

#!/usr/bin/perl

# Use: rot.pl < Sculptie.zr > Sculptie.ppm

#4 * atan2 1, 1;

my $step= 4*atan2(1,1)/128;
my $i=0;
my $a=$step*255;
my @r,$j,$k,$z,$zi;

while(<>) {
  chomp;
  $r[$i++]=$_;
}
$z=$i;
$z--;
print "P3\n256 256 255\n";

for($j=$z;$j>-1;$j--) {
  $a=$step*255;
  for($i=0;$i<256;$i++) {
    my $x=127+int($r[$j]*cos($a));
    my $y=127+int($r[$j]*sin($a));
    print "$x $y $j\n";
    $a-=$step;
  }
}


Comment on Rotating Second Life Sculpties
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Re: Rotating Second Life Sculpties
by aplonis (Pilgrim) on May 02, 2008 at 18:30 UTC

    Okay, I too make sculpties. In my case I generate them as NURBS in Rhino 4 then translate them with 3dm2sculpt and preview/smooth/expand them with sculptypaint.

    So I'm staring at your (admittedly interesting) Perl script and even sort of understand it. But I'm having to wonder, "Why?"

    I mean it costs L$10 for uploading every sculptmap and nothing at all to clone/rotate any number of them in-world.

    So... Am I missing something fundamental?

    Aplonis Ember of SL

      I didn't have Rhino 4, 3dm2sculpt, and sculptypaint back then. But then, the item I was sculpting was fairly simple to do.

      --
      $Stalag99{"URL"}="http://stalag99.net";

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