On ma, 2010-02-15 at 21:09 +0200, Ryan McDougall wrote: > Uploading a mesh works by drag-n-dropping a mesh into your inventory,
Yep. Alternatively the inventory also has an upload command in the right-click context menu. You may need to close&re-open the folders in the inventory for them to upload, the mesh should go to a 3d models folder which is automatically created if you didn't already have one. > then creating a new prim from the object editor menu. You take the > UUID reference of the mesh object from inventory, accessible via > right-click. Then you must paste the UUID into the mesh text box. Or alternatively drag&drop the mesh ref from the inventory to the mesh text box in the object edit. > There should be some building tools of some kind available at some > point. Sooner if someone else writes them. Yep, no one here is building with prims so they are not a priority really. Then again, also the slviewer gui for them is mostly just standard number editing forms for the prim params, which we also kind of have in the automatically generated prim properties in the properties tab in object edit (they don't work for editing the prims yet, sending the objectupdates to server is not implemented yet, but you can see the vals). These show to automatically to Javascript and Python so if someone wants can use those to make a fancy prim building GUI too. For meshes there is not much else you can easily do besides the placing tools (and duplicate) which are there already (rotation widget is still missing, and lots of niceties in the tools, like snapping would be great etc). Built-in basic mesh editing is an interesting idea but not planned for any time soon. > All-in-all a quite pain-in-the-backside way to get anything done, and > pretty sucky. We're working as hard as we can to get something much > better in place, but making software takes time. I think the worst prob is that if you already have a mesh with a material etc., is annoying to have to upload those separately and recreate the association in ReX. Also this old manual way only supports a single material in a .material file etc. The .scene import we have in the server now for transferring complete scenes from a 3d modelling app like Blender, Maya or Max doesn't have those probs - the material assignments get over ok. At least for our own (at Playsign) building needs it seems best to improve that path, like automate the export&import mechanism so you don't have to manually copy the files over and give console commands etc .. just press a 'publish' button in the editor. Ideas for improving the uploads using the viewer and the assignments etc. are of course welcome too. I'd also like to have a simple methoda for just changing the colour of an object in-world .. perhaps the plan is to have that in the material wizard 'cause it has a solid color opt? Qt comes with a nice colour picker so that part is easy :) ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
