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 <antti.ilom...@gmail.com
<mailto:antti.ilom...@gmail.com>>
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 <lightninboysn...@gmail.com
<mailto:lightninboysn...@gmail.com>>
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://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