I saw an example of this once - an app that takes a mesh and creates a conversion to SL prims. The problem is that it took a long time to rez, and the prim geometry was more detailed than necessary (given that the problem is to render a mesh (which the prims are already). I would say it might be better to use a renderer that incorporates meshes, such as realxtend if that meets your needs. I recently uploaded a basic stress test that incorporates a mesh, two region modules, lsl and python scripts....: see the first video in: http://www.youtube.com/user/metaphorz.
-p Mircea Kitsune wrote: > I hope this list is a good place to discuss this, I have thought of > this feature as an addon for Opensim possibly something that could be > in the core at one point. I'm not sure if what I have in mind is > possible as I see it or not, but I think this feature would allow > awesome graphics and revolutionary styles of buildings in SL > (excluding realXtend which has direct mesh support). What if a 'mesh > to primitive' converter could be created which would allow a user to > import a mesh in-world in the forum of many primitives arranged next > to one another to simulate that exact shape? > > Lets say I model something in a 3D modeling application and export it > as a .ase model. I would place the model file in Opensim's bin folder > then from the console write something like "importmodel mymodel.ase". > Opensim would read the model, see how it's made and create primitives > to respect that shape as close as possible (a box prim for every > face). For instance, if my mesh was a 5 side cylinder and I'd attempt > to use this tool, Opensim would generate 5 tapered boxes arranged like > this <http://img252.imageshack.us/img252/1299/meshexampleig3.jpg>. > > No converter could probably be smart enough to use primitives like > cylinders, spheres or any other types in places it could use them in, > so every mesh would be represented from boxes tapered and positioned > accordingly... basically a box primitive would represent each face. > The converter could also place the clear texture on the hidden faces > on the insides of the object and automatically link everything into a > linkset. Also the UV mapping of every specific face of the model could > be set as the texture mapping on every box, so one could just upload > the texture after 'importing' the model and place it on the object. > > I don't know how that could be done but the idea seemed too > interesting to keep for myself. Sculpt prims could not reach such a > level of detail nor contain any holes in the model so this would allow > realXtend-like meshes in the normal Opensim / SL (of course under a > reasonable number of polys otherwise the converter could use thousands > of boxes). What do you think? > > ------------------------------------------------------------------------ > What can you do with the new Windows Live? Find out > <http://www.microsoft.com/windows/windowslive/default.aspx> > ------------------------------------------------------------------------ > > _______________________________________________ > Opensim-dev mailing list > [email protected] > https://lists.berlios.de/mailman/listinfo/opensim-dev > -- Paul Fishwick, PhD Professor and Director, Digital Arts and Sciences Programs University of Florida Computer & Information Science and Eng. Dept. Bldg. CSE, Room 301 P.O. Box 116120 Gainesville, FL 32611 Email: [email protected] Phone: (352) 392-1414 Fax: (352) 392-1220 Web: http://www.cise.ufl.edu/~fishwick _______________________________________________ Opensim-dev mailing list [email protected] https://lists.berlios.de/mailman/listinfo/opensim-dev
