At the end, I found time to test that Tony said :

"..this quick simple solution we have now for full scene import to rex
(export from blender, max or maya or whatever) uses the .scene format
(dotscene) that is used with ogre sometimes otherwise too, so the existing
exporters from all the packages work - so that same tutorial that was
written using blender in December applied to other packages then as well..."

http://picasaweb.google.com/alberto.navarro.bilbao/OGRESCRIPTLOADSCENE
Using the plugin OgreMax, the exportation to Ogre use the ".scene" format,
but the better plugin to export from 3dMax to Ogre is the oFusion
plugin<http://www.ofusiontechnologies.com/tutorial4.html>,
and we have a big problem: oFusion export to Ogre using the "osm" format,
instead the "scene" one.

I ask to the developpers is in the future is going to be posssible to get a
"ogrescene import "osm" format, too.

That would be something very useful for users of 3dmax.

Alberto

2010/2/22 Toni Alatalo <[email protected]>

> Gustavo Alberto Navarro Bilbao kirjoitti:
>
> Ohhh. The 3DS Max users (i'm sorry but the Blender's interface is something
>> impossible for me), are going to give to you a big "Thanks" for the
>> improvement .
>>
>
> this quick simple solution we have now for full scene import to rex (export
> from blender, max or maya or whatever) uses the .scene format (dotscene)
> that is used with ogre sometimes otherwise too, so the existing exporters
> from all the packages work - so that same tutorial that was written using
> blender in December applied to other packages then as well.
>
> .. so no 'going to give' in the sense that there'd be a reason to wait, but
> the tech has been there two months already ready for use for max users too.
> i guess we could have communicated that better, but also back then hadn't
> actually tested it from max yet. now one company has been using it from
> there and has also made some additional options for the import etc, and they
> are happy about it too.
>
> we'll start working on more options and gui tools to manage the scene
> imports etc. this week, will post when there is a plan .. orn wednesday or
> so.
>
> Alberto
>>
>
> ~Toni
>
> btw the new Blender 2.5 refactor was exactly to address UI issues and
> allows customization, so perhaps good things come from there too :)€
>
> 2010/2/22 Antti Ilomäki <[email protected] <mailto:
>> [email protected]>>
>>
>>
>>    Hi and welcome
>>
>>    We are currently working on content creation tools and actually
>>    the entire content pipeline. We did tests with scene import
>>    directly from Blender, you can learn more here:
>>
>> http://realxtend.blogspot.com/2009/12/tutorial-to-import-scene-from-blender.html
>> .
>>    3DS Max import has been tested as well and we're looking into
>>    expanding the functionality.
>>
>>    In general, in-world building tools are currently quite minimal.
>>    The base platform has just reached a certain level of maturity,
>>    making content creation one of the current hot topics, which again
>>    means that your experience and expertise could come in very handy
>>    in the near future. I'd very much like to see you try realXtend
>>    out and see what you can do with it.
>>
>>    Anyway, welcome to the community, I hope you'll enjoy your stay.
>>
>>    2010/2/20 mojoDallas <[email protected]
>>    <mailto:[email protected]>>
>>
>>
>>        Hello community. I am a newbie developer wanting to get involved.
>>        Here is a little about me and maybe you can direct me to how I can
>>        best get involved and who I should contact that has common
>>        interests
>>        and goals. Thanks So much!
>>
>>        My Experience:
>>
>>        I have been around the Metaverse off and on over the last 5 years.
>>
>>        Second Life: I was very active in Second Life for a couple of
>>        years
>>        with a number of avatars. I opened and ran a series of Stores.
>>        Did a
>>        lot of content creation associated with Clothes and Costumes.
>>        I was an
>>        artist showing some of my digital art at a number of
>>        galleries. I ran
>>        art shows. Ran a couple of game shows on a weekly basis at the
>>        Shelter. I am a musician, so, I started performing music in Second
>>        Life, as well. I probably did 50 or so concerts. I was a team
>>        captain
>>        for a Relay for Life Team. I did a lot of LSL scripting. I did
>>        machinima which you can see on You Tube. So, in general I
>>        immersed my
>>        self on Second Life and then got totally and utterly burned
>>        out on it
>>        all and left. The last set of things I wrote was software that
>>        would
>>        port models out of Second Life and save them into Blender as
>>        Wavefront .obj models.
>>
>>        Multiverse: I then spent part of a year playing with the
>>        Multiverse
>>        MMORPG software for creating on-line games that are like World of
>>        Warcraft. The Multiverse platform is very new and uses Python,
>>        Java
>>        and OGRE which I know how to program in. I get very involved
>>        in the
>>        forums and building content and importers to move 3D models
>>        into the
>>        Multiverse platform. This included an improved Character Selection
>>        Section and converting 2600 Animations from the Carnegie Mellon
>>        University Human Motion Study Library into BVH format. I had a
>>        website
>>        called MINDIES (Metaverse Independent Developers) for a while
>>        where I
>>        tried to generate interest in the work I was doing. I extended my
>>        Content Pipeline to move models from Second Life into the
>>        Multiverse
>>        product. I also did a lot of documentation in the developer
>>        wiki. To
>>        get a better idea at the things I worked on you can see the
>>        tutorials
>>        at:
>>
>> http://update.multiverse.net/wiki/index.php/Special:Contributions/LightninBoySnook
>>
>>        I stopped working on this as the platform still had a long way
>>        to go
>>        before it was marketable and I found that I really didn't want to
>>        create a game, but, I was more interested in 3D modeling and world
>>        creation and hence the move to Poser and Vue. I have spent the
>>        last
>>        18 months just doing digital art in Hexagon, Blender, Poser
>>        and Vue.
>>        You can see my gallery at Renderosity at
>>        http://www.renderosity.com/mod/gallery/browse.php?user_id=454346
>>        or check out some my work at You Tube:
>>        http://www.youtube.com/user/mojoDallas
>>
>>        I am now ready to move on from this as well. You can only do
>>        so many
>>        portraits, architecture vizs and landscapes. I then looked back on
>>        line to see what was going on in the Second Life community and
>>        decided
>>        to get up to speed on OpenSim and then came across Realxtend.
>>        I would
>>        like to get involved in the content pipeline portion of this
>>        project
>>        as it is an area I have spent a lot of time working on and it also
>>        addresses my need for creativity. If anyone has ideas of how
>>        to get
>>        involved please let me know.
>>
>>        Again thanks for taking a look.
>>
>>        --
>>        http://groups.google.com/group/realxtend
>>        http://www.realxtend.org
>>
>>
>>    --     http://groups.google.com/group/realxtend
>>    http://www.realxtend.org
>>
>>
>> --
>> http://groups.google.com/group/realxtend
>> http://www.realxtend.org
>>
>
> --
> http://groups.google.com/group/realxtend
> http://www.realxtend.org
>

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