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Moving A Vertex
Yesterday’s progress involved integrating transform controls to individual vertices in the scene. Though the object representing the vertex moved, the vertex itself didn’t. Debouncing ensured smooth controls without constant model updates. The debounce and throttle functions regulated function calls during control dragging. Despite issues like vertex escape, progress was noted. Moving onto data communication was… Read More
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Texture Mapping
The content discusses the challenges faced while working on dynamic density maps for 3D models. The author encounters issues with transparent edges, texture mapping, matching image dimensions, and color conversion. They also work on creating dynamic maps to indicate distance and face direction. The post concludes with progress on vertex editing and a link to… Read More
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Sculpted Prim Data Coordinates
The author had a fun day with a scavenger hunt, raising money for charity. They encountered issues, then fixed, while converting an image. They also faced challenges with model comparisons in Second Life. Eventually, they succeeded in the conversion and corrected the model issues. No new visible features today. Read More
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Density Maps and Gradients
This post details a comprehensive journey through the development of a 3D modeling app, covering various challenges and discoveries regarding density mapping, changing models, vertex positions, and color representations. The author also discusses issues with model geometry, texture alignment, and file conversion, leading to a final breakthrough in creating accurate density maps. The post concludes… Read More
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Density Maps
The post details extensive efforts to troubleshoot and refine 3D model specifications for Second Life sculpted prims. The author addresses issues with geometry loading, texture alignment, and face density mapping. Debugging techniques involving console logs and dynamic maps are explored, alongside code adjustments for accurate UV mapping and color visualization. The process reveals challenges and… Read More
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Exporting 3D Files
The content details the process of working with 3D models and textures, including tasks like changing image sizes, exporting to different file formats, importing into Blender, and addressing various technical issues encountered during the process. The writer also experimentally investigates pixel coordinates and their behavior across different image sizes. The summary provides a comprehensive overview,… Read More
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Fixing Pixel I/O
Today’s tasks were challenging, but progress was made despite limited time. Issues with the 3D model’s missing vertices and pixel mapping were resolved. A new function to update vertex positions was created, with success. However, problems persist with selected vertex representation and object positioning. Nevertheless, there’s a sense of achievement as the models are rendering… Read More
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Export As Sculpted Prim
Today’s tasks involved wire up transformation controls, statistics/FPS counter, and experimenting with morphing models. The FPS counter and transformation controls had implementation challenges, and model manipulation uncovered issues with pixel positioning and texture mapping. The goal is to resolve these issues, allowing for proper model display and pixel manipulation for texture mapping. Read More
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Editing In 3D
The user completed several goals yesterday, including editing a vector on a model using input controls. They need to display xyz axes in the scene for point movement. They discovered a bug in editing models not built from 64×64 images. The user also worked on NURBS and encountered challenges with model stability and UV mapping.… Read More
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NURBS
The content provides an in-depth exploration of implementing NURBS (Non-Uniform Rational B-Splines) in 3D modeling, facing challenges with rendering, mapping textures, and ensuring smooth curves. The author experiments with control points, degrees, and knots to create NURBS surfaces, and encounters issues with texture mapping and poles. Ultimately, the author considers alternatives and reflects on the… Read More









