These scripts have been around for awhile, but I finally got around to creating some proper documentation for my Blender scripts for Second Life Primitives on the net.
The scripts add support for Second Life Sculpted Prims by adding a number of new options for creating, importing, baking and exporting to the Blender menus.
Sculpties are like a cross between subsurf and nurbs modelling, the mesh positions are baked to a .tga file where red, green and blue represents the X, Y and Z local co-ordinates in an absolute position displacement map.
Working with Sculpties partly reverses the normal workflow in Blender. Because the final form is an image, the scripts automatically create a “sculptie” uv layer when you add a sculpt mesh. It’s a good learning experience figuring out what you can and can’t do during modelling with a UV mapped model. It’s quite a relief to finish modelling and not to have to start unwrapping as it’s already done