The Big Announcement: Sculptable Prims!
Yes, folks, "sculpties" will soon arrive on the preview grid. Torley Linden made a blog entry on the official Linden blog regarding this momentous occasion. SLI reader Tao Takashi was able to get some information out of Robin and Joe Linden, with the announcement that sculpties will be added to a beta client next week. I guess we'll have to wait just a bit longer to taste the forbidden fruit. *sigh*
What will sculptable prims mean for us? Watch this machinima and see for yourself. Imagine being able to bypass the 31 prim limit of a vehicle because you molded the shape. Imagine lower prim avatars and furniture. Hell, just imagine, in general! This is truly the biggest news that has come out of Second Life since flexi-prims!
The ARG ended on a positive note, with qDot explaining the reasoning behind Cubesque and CubeOverload. For those curious, Funk Schnook appears to be the "winner" for finding that old blog entry. What was your opinion of the mystery?
Reader Comments
(Page 1)2. I'm a bit dissapointed that they have chosen to implement a new feature that is really only of use to professionals. (Ironic, since I'm a professional whose constantly asking for new features. This end just isn't my professions, so I feel the frustation now. :-)
Posted at 8:45AM on Apr 28th 2007 by Jaymin Carthage
3. Sculpted prims are apparently phantom as the creator walks through them at the end of the machinima. I'd guess that as with flexi-prims that'll mean that a) the entire link set they're part of will also be phantom, and b) you won't be able to make the linked set physical. Using them in traditional physics-driven vehicles is going to be pretty much impossible, and their usefulness for anything other than avatar attachments and decor is going to be rather limited.
That said... their usefullness in avatar attachments and decor is going to be insanely amazing! :D
4. Sable said: "I'd guess that as with flexi-prims that'll mean that a) the entire link set they're part of will also be phantom, and b) you won't be able to make the linked set physical."
Not true, Sable...this is from the sculpties wiki:
Q: How do sculpted prims work in the physics engine?
A: Currently, sculpted prims are approximated by a lopsided sphere having roughly the same size as the sculpted prim. In the future we may provide a more exact representation to the physics engine - thereby providing more realistic movement/collisions for sculpted prims.
Posted at 1:18PM on Apr 28th 2007 by October Hush
5. Jaymin: Are you disappointed that SL currently supports animations? At the time they introduced them, you pretty much had to own Poser to use them, free tools didn't come along until later. Free tools came along *because* SL added the feature.
It's really disappointing to see users who think other users and ultimately all users should be denied something because they won't be able to immediately benefit from it.
Posted at 1:36PM on Apr 28th 2007 by Gaius Goodliffe
6. for those of you disappointed with the sculpties requiring another piece of software besides the SL client, and most likely charging for you to upload each new shape, come here and vote for metaballs :)
https://jira.secondlife.com/browse/VWR-540
to vote you probably will need to log from the main page(and create an account here first if you don't have one already):
https://jira.secondlife.com/
Posted at 2:12PM on Apr 28th 2007 by TigroSpottystripes Katsu
7. I'm with Nacon 100% on this. Not everyone uses Maya. I've got money invested into Lightwave. Sure, there are *claims* that other programs including some free ones will have export files, but who knows when. And I'm sorry, I've got 9 years of time invested into learning Lightwave, I'm not interested in learning some other package just to be the last in line to even begin experimenting with sculpted prims, let alone selling products.
The best one could hope for is that someone creates a script that exports an object from Lightwave to Maya yet retains the proper mapping.
Lightwave, thanks to NewTeks bungling ways, has become the black sheep of the CG family. I would be suprised if anyone at LL even takes the time to write an importer for it. they'll hit Maya, 3DS, Softimage, Blender, Modo, and the rest first.












1. "..to bypass the 31 prim limit.."
Not bypassing it... just what you can do with that limit, yes. :P
Soon, people are going to make penis out of it.
A lot of it, remember all the silly sutff being made with flexi-prims? -_-;
My opinion on the mystery was... dumb, but creating too much hope and hype. I'm sure there are few catch and limits with them.
However, they really should have all plugin for 3D Max, Blender and Lightwave ready before releasing the beta with the new prim. Other wise, it's not fair for business/marketing wise when some people are "lucky" enough have Maya jump right on to it. Being ahead of the wave. :/
Posted at 3:59AM on Apr 28th 2007 by Nacon