Thanks for your fast answer, Toni. With the improvements that you are already implementing in Naali,already had the benefits that we can get using oFusion.
"...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)." The two perfomances than oFusion has, are than the "unwrapping" process allows adjustment of the UV maps in a more simple and accurate than others methods and plugins for 3dmax, for example http://www.ogremax.com/, The other best tool that oFusion incluided is a viewport where you can see the scene before export. But using the viewer gui, improvment than you are programming, inside Naali, really we are going to get, better, the same. Thanks you for your kind answer and you work.ed correctly. Alberto 2010/4/1 Toni Alatalo <ant...@kyperjokki.fi> > 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/> >> >> >> -- http://groups.google.com/group/realxtend >> http://www.realxtend.org <http://www.realxtend.org/> >> >> >> -- http://groups.google.com/group/realxtend >> http://www.realxtend.org <http://www.realxtend.org/> >> >> >> -- http://groups.google.com/group/realxtend >> http://www.realxtend.org <http://www.realxtend.org/> >> >> >> -- >> http://groups.google.com/group/realxtend >> http://www.realxtend.org >> To unsubscribe from this group, send email to realxtend+ >> unsubscribegooglegroups.com or reply to this email with the words "REMOVE >> ME" as the subject. >> > > -- > http://groups.google.com/group/realxtend > http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org To unsubscribe, reply using "remove me" as the subject.