http://www.perlmonks.org?node_id=636955

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; } }

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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";