Gustavo Alberto Navarro Bilbao kirjoitti:
The two perfomances than oFusion has, are than the "unwrapping" process allows adjustment of the UV maps in a more simple and accurate than others methods and plugins for 3dmax, for example http://www.ogremax.com/, The other best tool that oFusion incluided is a viewport where you can see the scene before export.

But can't you use these tools for uv unwrapping and previews, and then export to dotscene for reX import? Others have been happily using the current dotscene to get (parts of) scenes over from Max to reX too.

But using the viewer gui, improvment than you are programming, inside Naali, really we are going to get, better, the same.

It is still faster to see the preview in the modelling app if you have an Ogre viewport there like oFusion seemed to have, if you don't need to export-import at all to see.

But for previewing a part that has been modelled to be added to an existing scene which is already on a rex server, to view the old base and the new addition together, what I've been doing to Naali seems promising indeed. And to command the actual import to server of course.

Alberto


~Toni

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.

                      --
                      http://groups.google.com/group/realxtend
                      http://www.realxtend.org
        <http://www.realxtend.org/> <http://www.realxtend.org/>


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