On Sep 23, 2011, at 1:17 AM, hui ning <[email protected]> wrote: > Could I use Blender to read back the created *txml and associated scene > attribute files?
Not currently, there is no txml import for blender AFAIK. Would be simple to add though. Both b2rex and now also blender2ogre (brett's tundra exporter have expwrimental Blender live connection, though. And b2ogre can write txml. Could read it too .. But usually we have the original blend anyway already. > - Hui -Toni > > On Thu, Sep 22, 2011 at 4:56 AM, Toni Alatalo <[email protected]> wrote: > > On Sep 22, 2011, at 11:29 AM, hui ning wrote: > >> http://80.75.107.153/Tundra2/Tundra-2.0-preview.exe to my windows 7(64), >> somehow it did not execute. > > weird, i can probably test later today. unless someone else digs up the > ported physics scene earlier. > >> What's the typical procedure to port a scene to 2.0? > > for this physics one is best to use the already ported version, but in > general, there is two areas: > > 1. coordinate space > In tundra1 (and earlier versions of Naali before that) we used the second > life / opensim coordinate system, where z is up (i don't remember the > handedness). this was hardcoded in some places. In tundra2 there is no > similar hardcoding, you can basically put your objects which way you want, > and it also works to just open tundra1 scenes and they show correctly. But > there are many places that assume the usual Ogre coordinate system, where y > is up: skyx, hydrax, how our bullet physics does gravity, the avatar > application etc. So to convert from 1 to 2 we often need to rotate the scene. > I haven't actually done that myself yet, was originally planning making a > standalone converter script for it, but later learned that perhaps is simpler > actually to make Tundra2 support opening t1 files and doing that conversion > then (e.g. just have a menu entry for it). For Pong I just re-imported the > blender-made .scene file to t2 so got all the objects right. > > 2. scripting api > for apps with scripting there is a lot of small syntactic changes, this > conversion tool is the best documentation we have for those so far .. the > replaces at > https://github.com/realXtend/naali/blob/tundra2/tools/tundra1-js-to-tundra2.py#L85 > >> - Hui > > ~Toni > >> >> On Wed, Sep 21, 2011 at 4:46 PM, Glenn Alexander <[email protected]> >> wrote: >> I had SkyX et.al. running beautifully on 2.0pre (where that screenshot came >> from too). Haven't had time to get 2.0 working with my own scene (that the >> .pre was happy with) yet, so can't speak for that release. >> >> On Thursday September 22 2011 07:18:01 Toni Alatalo wrote: >> > Ah, indeed, this screenshot from the original tundra2 preview email shows >> > the Physics demo with SkyX and HydraX: >> > http://80.75.107.153/Tundra2/SkyXHydrax.png >> > >> > Didn't download the exe to see if it's there, as am on mac now. That's >> > http://80.75.107.153/Tundra2/Tundra-2.0-preview.exe >> > >> > > Ali Kämäräinen >> > >> > ~Toni >> >> Glenalec >> >> -- >> 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 -- http://groups.google.com/group/realxtend http://www.realxtend.org
