Jerry Paffendorf wrote:
> 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."
The same has been done with Blender. Not everyone's favorite but it
works. It would be nice if both Maya and Blender exported the primitive
files to the same format.
_______________________________________________
libsecondlife-dev mailing list
libsecondlife-dev@gna.org
https://mail.gna.org/listinfo/libsecondlife-dev
http://www.libsecondlife.org/