There's the freebie Meshtastic and a commercial version on SL Marketplace whose 
name escapes me but is somewhat more performant. I suspect that neither would 
function on the scale you require though.

Blogged the former here: 
http://tidalblog.blogspot.co.uk/2012/03/making-mesh-inworld-with-meshtastic.html

Best wishes

Peter

________________________________________
From: Miller, Peter
Sent: 10 April 2012 20:02
To: [email protected]
Subject: RE: [Opensim-users] Exporting prims from OpenSim into a popular 3D     
format - .OBJ, COLLADA, whatever

________________________________________
From: [email protected] 
[[email protected]] on behalf of Gwyneth Llewelyn 
[[email protected]]
Sent: 10 April 2012 19:48
To: [email protected]
Subject: [Opensim-users] Exporting prims from OpenSim into a popular 3D format 
- .OBJ, COLLADA, whatever

Hi,

After years of reading how to copy content between SL and OpenSim, as well as 
doing all kinds of content backup in all possible formats, and reading volumes 
of information on how to import sculpties and/or meshes developed on 
application X (name whatever application you wish), I couldn't find anything 
about exporting prim content from OpenSim (or Second Life, for that matter) to 
a popular 3D format that could be used by any 3D modelling tool.

There is a reason for this. One of our projects (two OpenSim regions) was seen 
as good background for a TV production. Now the producers need those buildings 
in a standard 3D format to upload to their CGI software to do special effects. 
Since all those objects (except for one or two sculpties) only exist as OpenSim 
prims, how can I export them to, say, .OBJ, Collada, .DXF, or any similar 3D 
format?

OAR/IAR are really just meaningful in the SL/OpenSim world. They're completely 
meaningless for any other 3D software, because they're so closely tied to the 
way SL/OpenSim store prim/mesh data.

I found a reference back in 2010, where some people had some limited success 
using GLInterceptor with the OGLE plugin (the website for OGLE has been down 
since mid-2010, but there are still ways to get copies of it). The idea is the 
following: when the SL Viewer generates the mesh data for a scene, it sends 
OpenGL commands, which get intercepted by GLInterceptor, and are written on a 
file. OGLE apparently "recombines" those commands so that they are mapped to 
object meshes, which can be saved to any popular format. This allegedly works 
for simple objects, but I really have no idea — because of the possibility of 
content theft, all information regarding "success" with GLInterceptor/OGLE is 
really not much available.

Obviously the best solution would be an OAR/IAR-to-OBJ conversion tool, but if 
such a tool exists, Google cannot find it :) I suppose it's something worth 
developing one day, but it would take far, far too much time. As said, the way 
objects are described in OAR/IAR make little sense outside the SL/OpenSim 
context. Turning them into real mesh data, in whatever popular format, is a 
highly complex operation — in effect, it amounts to developing a 3D renderer 
from scratch that works on SL/OpenSim data! As you all well know, almost every 
SL viewer out there uses the LL rendering engine. Radegast is one exception. 
Does it save objects to .OBJ?

So... I know that most of you are only worried about the reverse problem (how 
to get your fantastic 3D models uploaded via mesh import into OpenSim), but I 
wonder if anyone actually had the need to do the reverse operation — build in 
OpenSim, export to .OBJ — and, if so, what tools were used to accomplish that 
feat?

It would be a pity to be forced to recreate everything from scratch :-( Not to 
mention the time it takes...

Thanks in advance for any input!

Cheers,

        - Gwyn


--
"I'm not building a game. I'm building a new country."
  -- Philip "Linden" Rosedale, interview to Wired, 2004-05-08


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