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Old 10th April 2008, 03:46 PM   #4
lisa
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Join Date: Mar 2005
Location: Phoenix, AZ
Posts: 917
Default Re: Problem with sculpted prims in SL

Uh, heh heh, son-of-a-gun this is my mistake in the default shape and I never realized it until now. Doh! Thank you for pointing it out.

Rotate your UV map 90 degrees to the right. From the TCE, select all surfaces, and click the Rotate CW button. It will be perfect then.

To understand why, read here:
http://wiki.secondlife.com/wiki/Scul...al_Explanation

Basically, SL has their Y and Z axes flipped from the rest of the known universe. Many programs have their Z going different directions, but positive Y is normally "up" regardless of which direction Z is. That's not true in SL: they don't use the same conventions as engineers or graphics systems like DirectX or OpenGL. They use the science convention instead where Y is forward\backward. It fowls me all the time. And so it did again.

I don't have time to do it today because I have some nasty deadlines at work, but I'll try to put out a new set of base shapes this weekend. I have some fixes on another plug-in I was planning to do this weekend anyway.
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File Type: ac sphere-fixed.ac (23.4 KB, 251 views)
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