2010/4/1 Toni Alatalo <[email protected] <mailto:[email protected]>>
Gustavo Alberto Navarro Bilbao kirjoitti:
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.
oFusion indeed seems like a nice toolset for Max users for Ogre
creations, but I don't know about the format - does it have some
advantaged over the simple dotscene? I looked at the source of the
cpp importer lib they have for the osm format, seemed similar
there, but didn't find any examples of such a file nor
documentation about it. Got the example scenes pack but they are
only in .max format there and I don't have max so couldn't do
anything with those.
It is of course possible to use the oFusion previews etc. and and
still export to the dotscene format when you're done, for current
reX loading. But you say the oF export is somehow better so
perhaps that is not optimal?
I ask to the developpers is in the future is going to be
posssible to get a "ogrescene import "osm" format, too.
The library they provide for loading is c++, and (probably)
written so that it directly tries to load them to Ogre and not
just do the parsing, so it might be more difficult to integrate it
to the ModRex libs running on .net. For the dotscene loading it
was possible to do a nice trick: give the c# loader a mock ogre
scenemanager -like object, which actually doesn't use Ogre but
adds the meshes to the opensim&modrex assets & scene instead. If
that's not possible for the c++ code, if there is documentation
about the format somewhere, would of course be possible to just
parse it with new code that suits loading on the server.
Probably supporting one special format that only one tool supports
is not a high priority for the publicly funded core development,
but anyone who is using those tools and thinks they are beneficial
is of course free to do it. And I'm certainly interested in
learning what kind of advantages that scene etc. format possibly has.
Otherwise writing collada import&export support is probably in the
roadmap at some point, also views and opinions about the
usefulness of that would be interesting to hear (e.g. would
existing collada export tools cover what e.g. osm does, even
better?). We did dotscene first 'cause it was so simple and
straightforward and immediately useful.
BTW the one thing I was doing in the little time slots that had
for programming last week was testing local dotscene loading in
the client (Naali) with quite promising results. Have been
thinking of a workflow where you can first load the scene locally
to see it as it shows in reX, in addition to an existing scene
that you have loaded from the server where you are logged on if
you want, where you can then choose to upload it .. using the
viewer gui as an alternative to transferring the files manually to
the server and giving console commands there. Will post about that
separately to rex-dev soon (latest next week).
Alberto
Thanks for the interest and input!
~Toni
2010/2/22 Toni Alatalo <[email protected]
<mailto:[email protected]> <mailto:[email protected]
<mailto:[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]>
<mailto:[email protected]
<mailto:[email protected]>>
<mailto:[email protected]
<mailto:[email protected]>
<mailto:[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]>
<mailto:[email protected]
<mailto:[email protected]>>
<mailto:[email protected]
<mailto:[email protected]>
<mailto:[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.
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