Hi,

we'll present Pablo's b2rex today at the Blender conference. There are
nice screenshots of Naali showing objects with complex materials and
scenes with shadows etc. in the Pablo's slides:
https://sim.lorea.org/pg/file/openid_4/read/260/presentation-for-the-blender-conference
 . 

I got to finally test the tool yesterday here with him and it's
awesome :) Can edit the full scene in Blender, publish it once to modrex
with a press of a simple button, then move some object, press the update
button again, and the object moves immediately to the new place on the
server .. and brings the materials correctly for the rex SuperShader.
Uses the same dotscene exports as the current realXtend things in
releases, but has a nice simple one-click UI for the whole export
meshes, the scene, and send to server -hurdle. And when assets haven't
changed, but just positions in the scene etc., updating the changed
scene is quick. It generates the UUIDs in Blender, and keeps them stored
in custom properties in Blender, so the opensim metadata that Blender
created is saved in the .blend files and updating changes afterwards
works.
 
I applied the b2rex patch needed on the server side it to the Taiga that
had been using locally and it went ok, but now that tried to redo after
updated to current modrex master got some conflicts .. but probably not
too complex to solve, we'll have a look.

We also looked at implementing it to the Naali http service (which now
does REST to provide the image rendering service, and it seemed very
easy to add xml-rpc for scene bundle uploads handling too .. so it would
work also when using the Tundra (==Naali) server. 

Otherwise we've been thinking about game logic systems and probably do
more during the weekend after the presentation .. Pablo has earlier
developed a node editor and similar things for artists to configure AI
logic state machines etc, and we are doing some game etc. logic things
now for new realXtend demos and to complete the scripting APIs back in
Oulu in November and December. Is good to get to focus on that too now
that the basic scene data with advanced materials etc. works quite
nicely already.

~Toni


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