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 <ant...@kyperjokki.fi <mailto:ant...@kyperjokki.fi>>

    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>
        <mailto: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>
           <mailto: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://www.realxtend.org/>


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