Showing posts with label TSUBO. Show all posts
Showing posts with label TSUBO. Show all posts

12/15/2009

Introduction to "TSUBO v1.01" - 1.Preparation

I released "TSUBO v1.01".  TSUBO is a tool which assembles multiple prims of TATARA.
TSUBO can make multiple prims from any textures as long as you have full permissions on them.
You can get "TSUBO v1.01" from my shop.

HOW TO USE "TSUBO v1.01"

1.Preparation (This work is only once. )

1)Move to a Sandbox, your own parcel or a parcel where rezzing and scripts are allowed.

2)Create your Object. 
Please select Build Button and Click inworld to build.

3)Drop "TSUBO Child v1.0 Script" into the inventory (Content tab) of the Object you just built or created.
The script will begin to run and "TSUBO Child" hovertext is displayed on the object.
CAUTION: Don't use CTRL+Drop. 

4)Take "TSUBO child v1.01" into your inventory.
The name of the object which you took is automatically set to "TSUBO child v1.01".


5)Rez "TSUBO v1.01" (the bottle/flask seen below) and Drop "TSUBO child v1.01." with the inventory(Content tab ) of "TSUBO v1.01".

6)Take the bottle/flask object "TSUBO v1.01" into your inventory.
The preparation steps are finished. If done properly these above steps will not need to be repeated.

It is highly recommended that you view the YouTube videos on TSUBO. 
You can see them here: 

TO USE TSUBO:

Rez your TSUBO object and follow the directions on the hover text. The notecard contains prim coordinates.
You can check the details of the assembly step with this article.

Thank you to KJ Georgette for help with this translation.

12/14/2009

Introduction to "TSUBO v1.01" - 2.Assemble multiple prims

I released “TSUBO v1.01”.  TSUBO is a tool which assembles multiple prims of TATARA.
TSUBO can make multiple prims from any textures as long as you have full permissions on them.
You can get “TSUBO v1.01” from my shop.

IMPORTANT:  Please do the steps in “1.Preparation” first before continuing.
The preparations steps are only done once

2.Assemble multiple prims

1)Create a new notecard in Second Life.  This card will list the sculpt textures and the coordinates for each one.  As you can see below, the format for each line is:

Name of Texture: <x coordinate, y coordinate, z coordinate>:<x Size, y Size, z Size>:<x Rotation, y Rotation,z Rotation>:Sititching type

2)Copy the text for multiple Prim created by TATARA.

 

3)Paste it on the note.

4)Save your note.
The notecard can be named anything you wish.


5)Upload sculpt map textures.
CAUTION: Please don't change the name of textures.

6)Rez "TSUBO v1.01" object you made in the Preparation step.

7)Right-click  "TSUBO v1.01" and select "Open" fro the pie menu.

Drop the sculpt map textures and the notecard which you made in the steps above. Make sure there is a texture for each entry on the notecard.

Additing textures and notecard to inventory:

Review the contents:  One notecard, all sculpt textures, one child object and one TSUBO script.

CAUTION: Only use textures on which you have full permissions. 
The notecard and textures which were dropped are deleted or return automatically after making multiple prims.

8)Touch "TSUBO v1.01"

The object will now assemble sculpted objects made of several sculpt textures.
  

You can check this step on YouTube here.

Thanks to KJ Georgette for help with this translation.

9/03/2009

TUTORIAL T21 Make a Spoon.

Let's make the following spoon.

How to make a spoon resembles "TUTORIAL T10 Make a fork."

I prepared the two following background images.
The side of a spoon

The upper side of a spoon

These images are automatically resized by 256x256 by TATARA.

Let's make a spoon from the following steps.
1) Select Cylinder 32x32 by New on the File menu.
2) Make the side of a spoon in WAPPA mode.
3) Only a half should make the upper surface of a spoon in TSUCHI mode.
4) Make the upper surface using Mirror.
5) Make the side of a fork in TSUCHI mode.
6) Smooth the cup of a spoon.
7) Close one side of the side in TSUCHI mode.
8) Close both of sides by Mirror.
9) Maximize.

Let's make a spoon.

Select 32x32 of Cylinder by New on the File menu.

Set Level of Detail on the View menu as Middle.

Click WAPPA tab.

Select Load Background on the View menu and display the image which looked at the fork from width.

Let's make the edge of the right and left of the side of a spoon.

As shown in the following figure, arrange five control points.

Select the control point of the yellow area of the following figure.

Right-click an edit pane and select Equal Intervals.
The keyboard shortcut is Ctrl+D.

Then, an edit pane is displayed as shown in the following figure.

Arrange a control point, as shown in the following figure.
Put the red square control point on the black square control point.

With the Shift key pressed, select the control point of the yellow area of the following figure.

Right-click an edit pane and select Equal Intervals.
The keyboard shortcut is Ctrl+D.

Then, edit pane is displayed as shown in the following figure.

As shown in the following figure, each arrange the control points of five yellow area.

And where the control point of five yellow area is each selected, right-click an edit pane and select Vertical Align. The keyboard shortcut is Ctrl+E.

Because an up-and-down control point overlaps, you can do edit of the upper surface of a spoon simply.

The edit pane is displayed as follows.

The form of the edge of the right and left of the cup of the spoon was made. The part of a cup is made later.

Let's make the upper side of a spoon.

Click the TSUCHI tab.

Click the XZ button at the lower left of the edit pane.

Then, The edit pane is displayed as follows. To make the space which closes the edge of the right and left of a spoon, flatten the part selected as shown in the following figures.

Then, it is as follows.

Select Load Background on the View menu and specify a background image on top.

Then, The edit pane is displayed as follows.

Let's make an upper half. Please do not move a central control points.

Select the yellow area of the following figures and arrange along with the outline of a spoon.

Then, it is as follows. Furthermore, pressing the Ctrl key, drag an upper right control point and transform the selection range. Please move the control point perpendicularly.

Select the yellow area of the following figures and arrange along with the outline of a spoon.

Then, it is as follows. Furthermore, pressing the Ctrl key, drag an upper right control point and transform the selection range. Please move the control point perpendicularly.

Select the yellow area of the following figures and arrange along with the outline of a spoon.

Then, it is as follows. Furthermore, pressing the Ctrl key, drag an upper right control point and transform the selection range. Please move the control point perpendicularly.

Select the yellow area of the following figures and arrange along with the outline of a spoon.

Then, it is as follows. Furthermore, pressing the Ctrl key, drag an upper right control point and transform the selection range. Please move the control point perpendicularly.

Then, it is as follows.

Let's arrange the upper and lower sides symmetrically.

As shown in the following figure, the face of a mirror consists of red and a green line.

Select Mirror 08-GG from 00-G7 on the Edit menu.

Click the XY button of the displayed dialog.


As shown in the following figures, the lower half has been symmetrically arranged with the upper half.

Let's make the part of the cup of a spoon.

Select the control point of the square of the yellow area of the following figure.

Even if you have not selected the round gray control point, they are rearranged automatically.

Click the XY button at the lower left of the edit pane.

Let's use the background image of the side once again.

TSUCHI mode has a background image for every screen of three buttons at the lower left of an edit pane.

Select Load Background on the View menu and specify the image of the side of a spoon.

Then, it is displayed as follows. As shown in the following figures, drag the selected control point, and make the dent of the center of a spoon.

As shown in the following figure, rearrange five yellow area in blue area.

It becomes as it is shown in the following figure.

Let's smooth the cup of the spoon. Before that, let's check a setup of Smooth.

Select Setup on the File menu.

Set Smooth Radius as 1.5 and click the OK button.

Select the control point of the yellow area of the following figure.
Please do not select the control point the left end of a cup, and at the right edge of the handle of spoon.

Right-click an edit pane and select Smooth.
The keyboard shortcut is Ctrl+F.

Then, it is displayed as follows. Drag the control point of a lower center along with the outline of a spoon.

Then, it is as follows.

If you look at the preview, it turns out that the side of a spoon has not completed you as shown in the following figures.

Since the Magnet function used later does not rearrange a circular gray control point automatically, set Level of Detail on the View menu as Near.

Select Edit Line on the View menu.

Click the Reverse button of the dialog displayed.

Then, all the selections are canceled. And select 00 of the top of Rows: and click the OK button.

Now, you can edit only one side of the edge of the spoon.

The edit pane is displayed as follows. Select the control point of yellow area.

Right-click an edit pane and select Magnet.

Then, as shown in the following figures, you can check that the side of a spoon has closed. Edit the 13 remaining yellow area similarly.

About each of yellow area, right-click an edit pane and select Magnet.

Check that the side has closed by the preview as shown in the following figure.

Let's also close the opposite side. But you do not have to do the same work.

Select Mirror 08-GG from 00-G7 on the Edit menu.

Click the XY button of the displayed dialog.

Then, the opposite side was also closed.

Choose Maximize on the Edit menu.

Let's check a setup of preservation before saving a sculptmap file.

Choose Setup on the File menu.

Set TGA Save Size to 64x64.
Check Copy Protection by transparent.
Check by the coordinate system of Second Life.
Click the OK button, if it checks.

Choose Save on the File menu and save a sculptmap file.

Let's upload a sculpt-map file to the in-world.

When you upload a sculpt-map file, be sure to choose Upload Image on the File menu.
It costs 10L$ to upload one Sculpt-Map file.

And check by preview and check Use lossless compression.

Yellow area is displayed because Sititching Type is previewed by Sphere.

Apply a sculpt-map file to an object and set Sititching Type as Cylinder.

Then, because it is displayed as follows, adjust size.

Set Texture of a Texture tab as Blank and set Shininess as High.

A Spoon is completed.

Original text: http://kanaenet.blogspot.com/2009/09/blog-post.html

This article is automatically translated by the computer interpreter.

Please notify me of any mistakes in translation.