> Well, I can see it working pretty well if you stick to the basics and aim for SL prim compatability, but some of the more advanced cuts and transforms will be difficult if not impossible in some cases without and excessive number of primitives.

Thanks Baba, so the trick would still be limiting your SketchUp pallet to be primy. This is another thing I saw along those lines using Maya, by Adrian Eisenberg:

http://forums.secondlife.com/showthread.php?t=113716&highlight=maya +importer

"My solution is to rebuild the Second Life prim creation tools in Maya, and then bring that information over to SL. The solution has two parts- a MEL script that remakes the SL interface in Maya, and a "replicator" object that recreates the content in world."

On Sep 18, 2006, at 9:59 AM, Baba wrote:

Jerry Paffendorf wrote:
Hi guys, I just saw John Hurliman's 3pointD comment on the possibility of importing SketchUp models into Second Life: http:// www.3pointd.com/20060915/imvu-goes-sketchup/

"We already have an xml format for prims, so anyone in the community is free to write a SketchUp to .prims converter. Easier said than done though, as converting from one procedural format to another (at least in this case) is extremely difficult."

As someone waiting for this, I bow to you, oh libSL masters :). Has anyone here looked at this? Is it really possible (if extremely difficult) to do now?


Best,

Jerry/SNOOPYbrown Zamboni
Well, I can see it working pretty well if you stick to the basics and aim for SL prim compatability, but some of the more advanced cuts and transforms will be difficult if not impossible in some cases without and excessive number of primitives.

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