On la, 2010-08-28 at 02:23 -0700, Karen Palen wrote: > As a long time Poser enthusiast with 14Gb of Poser based models, I > count myself as one of those eagerly awaiting mesh support!
This begs the question - why not give the existing opensource tech for opensim & meshes a try then? You don't have to even install the rex module to your server if wan't to try, 'cause the default realXtend test world at world.realxtend.org:9000 is configured with auth off and allows building, so works as a sandbox. We also had a rex-enabled region on osgrid at a point, perhaps should put it back on so you can just teleport. I've experienced that testing out and doing things, like putting some of your favourite meshes to a scene so that can walk around them, perhaps attach some fun LSL to them etc., gives you more ideas of what can do etc., so can be useful even if you don't up ending that tech for production. BTW in rex you can also use skeletal animations in normal meshes in the scene (not just avatars). > Many of the "hooks" have been added to OS V0.7.xx, but there is still > work to be done. What do you mean? I haven't noticed, apart from Adam's SOG/SOP refactor in that branch which is partly about changing the internals so that things like prims and meshes can be implemented in modules (ModMesh, ModPrim etc. that add those components and can be configured on/off etc). Sure it'll probably be great when Linden finally comes out of the closet with their LLMesh support. I've personally been quite surprised that it's been taking so long, after they started on it 1,5 years ago and showing screenshots a year ago and people saying in early Feb this year that it'd be out of the private testing in late Feb etc. But I guess things are not so easy when you have a world to run with lots of people using it etc. So am curious if there's something stopping you now, and we can help if there are questions or quirks along the road. > Karen ~Toni BTW: after we introduced the mesh support 2,5 years ago, we haven't been just sitting on our hands but done some other things .. like full scene export from blender & max & maya and friends, a new modular viewer with a customizable UI, support for adding your own client side features in plugins, and now finally support for arbitary data in scene entities that is synched between the server & all clients so custom functionality can use it all over .. we'll now improve the APIs and make new demos during the rest of the year so can show something fun :) It is all developed in the open, no behind closed doors dev or private betas, and is open for suggestions and contributions etc .. so please feel free to try and welcome to participate! > On Fri, Aug 27, 2010 at 6:53 PM, peter host <[email protected]> > wrote: > > All in all, it's a pain in the A.., and good support for > Meshes are > one of the most users-awaited features in OS/SL > > > > > _______________________________________________ > Opensim-users mailing list > [email protected] > https://lists.berlios.de/mailman/listinfo/opensim-users _______________________________________________ Opensim-users mailing list [email protected] https://lists.berlios.de/mailman/listinfo/opensim-users
