Is a plug-in even needed? As I recall, Firestorm let's you export sculpts/prims as Collada files to your computer, in the process converting them to mesh. You have to be the owner of the objects you are exporting of course. It's not necessarily very good mesh though, so they will need work. But once it's exported, I imagine it's a simple matter of opening it in Blender, with no plug-in required.I'm trying to find the plugin for this, but any information I could find had broken links.
I'm flattered.A quick search of my own reveals Chin Rey has often responded to similar questions in the official forum, so I'm sure she will have wiser words than mine.
I just uploaded the map on beta, since that's where I'll be double-checking the mesh anyways.But I think you covered it qutie well. There's no need for a plugin, the dae exporter incuded in many TPVs, including both FIrestorm and Singularity, does the job. There is one deliberate limitation to prevent IP violations though: you have to be the creator of both the prim and the sculpt map. I think you also have to have the sculpt map in your inventory for it to work if it's an uploaded one (not sure about that). The converter works with local sculpt maps btw so there's no need to upload just to convert.
Yes, that works too.I just uploaded the map on beta, since that's where I'll be double-checking the mesh anyways.
They're more for shapes and lining things up in a template sort of way. Cleaning up the mess of excess vertices in a sculpt is an exercise in madness.Isn't it easier to make a path and extrude in blender than go through the whole hassle of importing and exporting sculpt maps?