On la, 2010-09-04 at 01:21 +0200, George van Zeeland wrote: > If you are familiar with outodeks maya then an option might be to use > the Sketchup plugin for maya to import the models in to maya then use > the org exporter in maya to export your model to your hard drive for
BTW besides the old way of uploading the mesh, material and texture assets individually to the inventory, from where you can assign them to objects that you create in-world, we've been now using full scene import to RealXtend and I think there is a suitable exporter for Maya too: http://realxtend.blogspot.com/2009/12/tutorial-to-import-scene-from-blender.html is a tutorial where Blender is used, and there is an open source exporter for Maya which should be compatible: http://www.ogre3d.org/tikiwiki/Maya+Scene+Exporter The thing there is that you get to upload meshes, materials and textures in one go, and don't have to re-assign them manually in-world. They also go to their right places if you export the whole scene, but it can also be handy for even just individual objects (just need to export a scene with that single object). Besides the opensim console implemented last year and explained in that tutorial, there is now a work-in-progress gui frontend to it in Naali. For uploading individual meshes, I actually realized yesterday that we could perhaps simple drag&drop of the mesh from your desktop to in-world. Because the ogre .mesh file has the material ref inside it, and the material refers to the textures it uses, Naali could inspect the mesh and load all the assets and assign them correctly. Something to investigate, perhaps next week. > Best regards George. cheers, and please be patient with us :) ~Toni -- http://groups.google.com/group/realxtend http://www.realxtend.org
