I’ve made two major suggestions for a new revision of sculpted prims.

Edge Stitching Abstract

The obvious method to a geospherical prim! 6 sculptie planes, edge stitched to each other. Boy won’t that making head sculpture so much easier.

Or say you need long strands of cylinders for some reason (you’re making a sculpture and you need to edge stitch your character’s parts together). Edge stitch them.

This would revolutionise sculptie topology, allowing them to be rendered more smoothly and evenly and with less waste due to level of detail – currently I have to design sculpties that deal with level of detail by devoting more geometry to the join areas – these could be eliminated totally with edge stitching. Or say you want to implement boned sculpties at some point (the obvious method to better animating them than the current “morph” technique of using multiple sculptie maps) – this would revolutionise both the features of sculpties and improve the lag that people currently experience, by reducing textures and triangles needed for a sculpted work.

I’d also like to throw in there the ability to edge stitch any open edge to itself to create a pole. say a hemisphere out of a cylinder, etc.

Skeletal Rigs and Skin Weights for Animating Sculpted Prims Abstract

Yes, the obvious answer to deal with animation of sculpties.

We want rigging! I want to use BVH files to animate my sculpties! YESSSSSSSSSS.

On a side note, I want my sculpted avatar attachments to have the optional feature of using the avatar’s skin weights. I stress OPTIONAL – I dont want it to be forced on me, some things need to remain static. But I would like the checkbox “Use Skin weights” Let this be a feature that you allow for individual prims, not the entire object, please. Some things are just not MEANT to be deformed!

Concluding Notes

These are new features, but they have the added benefit of fixing some major drawbacks to sculpted prims as we now have them. Namely in the area of animation. It is currently very texture and script intensive to animate a sculpt – a highly inefficient method of doing so. Using sculpt maps to morph animate sculpties is a very limited and possibly quite lag intensive endeavor, far better taken care of by a skeletal rig. Being able to use avatar skin weights on a sculptie will allow us to create far better sculpted prim clothing accessories and accents. Edge stitching will further streamline sculpts by allowing for more continuous mesh and better edge flow for sculpture projects, both animated and not. This can allow a prim savings over the current methods.

So go vote for a better future for sculpties!