Front view Side view Sculpt LSL inworld size and stitching script

      
(Remember to upload lossless and use the "Cylinder" stitching type for your sculpt).

Drawing script Commands
 
new Sculpt(facesX, facesY)

Initializes a new sculpt map with the given number of faces along each dimension. Typically, (8, 128) is suitable, though (4,256) or (16, 64) can also be useful.

ring(segments, innerRadius, outerRadius, innerDepth, outerDepth)

Draws a ring/rim. A disc can be made if innerRadius is 0. innerDepth and outerDepth is the width of the rim at the inside and outside respectively.

teeth(number, innerRadius, outerRadius, innerAngle, outerAngle, innerDepth, outerDepth)

Draws teeth on a cog. It can also be used for drawing slanted spokes. innerAngle and outerAngle is the sweep of the arc a single tooth will cover at its base and tip respectively.

crossbars(number, radius, width, depth)

Draws bars across the center. number is the the number of full bars, i.e. two bars give four spokes. width is the width as seen from the front.

axle(radius, depth, offset)

Draws a cylindrical segment along the length of the sculpt. The more X faces in the sculpt, the more round it will seem. Offset can be a number, in which case the axle is offset in the depth, easily having, say, a cog at the end of an axle, or it can be an {x, y, z} object, in which case the axle is offset along all axes. (Remember that x and z is the front view, and y is the depth).

stableAxle(radius, depth, offset)

As axle, except it uses more rows to ensure that both ends of the axle are at LoD-stable rows.

fillWithCylinder()

Uses the remaining, unused rows to draw a cylinder. This is useful for making the vertices accessible if you intend to edit the sculpt further in, say, Blender.

torus(segments, radius, ringRadius)

Draws a simple torus shape, using the given number of segments. radius is the radius of the torus itself, from the center to the middle of the ring body, while ringRadius is the thickness of the ring.

spokes(number, radius, spokeRadius)

This is akin to crossbars, but draws cylindrical shapes instead, as round as facesX allow it. Number is the number of cylinders going from rim to rim, i.e. 2 gives 4 spokes visually. radius is the length of the spokes, matching ring radius, and spokeRadius is the radius of the individual spokes.

groovedRing(segments, innerRadius, outerRadius, grooveRadius, innerDepth, outerDepth, groveBaseDepth, groveTipDepth)

This is parallel to ring, but it draws a notch or grove along the rim. grooveRadius controls the height or depth of the groove, while grooveBaseDepth is the width of the groove where it begins, level with the outer ring, and groveTipDepth is the width of the middle section where the grooveRadius is in effect. The naming is a little confusing here, but is meant to match the ring parameters.

Part of the Trosca Toolbox. Code © Tali Rosca.