Pablo,

This is great news, a blender exporter would be great, but this won't
require installing Cable Beach/Taiga at all will it?  Will this work with
just the plain OpenSim and OpenSim + ModRex?

Is there any way to make this Blender2Rex exporter 100% compatible with just
plain vanilla OpenSim  and/or OpenSim + ModRex?

It would be really nice to use this Blender2Rex exporter, but not everyone
wants to use Cable Beach / Taiga, and some people prefer just the standard
vanilla OpenSim + ModRex.  Will this be compatible with just plain OpenSim +
ModRex?

Is there anyway that this can be made so that it's compatible with plain
OpenSim or OpenSim + ModRex (without any Taiga dependencies?)

Also will this "Blender Exporter" work with the latest OpenSim 0.7RC2?

               Thank-you

                    Mark



On Mon, Jun 28, 2010 at 12:58 PM, Pablo Martin <cae...@doodo.org> wrote:

>  Hi!
>
> I made the first release of a b2rex "exporter":
>
> The package is available 
> at:http://github.com/downloads/caedesvvv/b2rex/b2rex-0.1.zip
>
> The plugin controls the ogre mesh and scene exporters to generate a
> world suitable for uploading to realxtend.
> Also, it can "connect" to the opensim server, and using a custom modrex
> plugin it can upload worlds and clear a scene directly.
> Also, i modified the ogre exporters a little bit, to allow whole scene
> offseting directly, and to improve material handling a little bit, when
> used with realxtend. It currently supports materials with normalmaps and
> specularmaps, as well as the normal materials with just a diffuse
> texture. They are included on the package for now.
>
> Note, for direct uploading you need a custom modrex version, and some
> special config on the server (enable xmlrpc and rest interfaces)
>
> Screenshots of exported 
> worlds:https://sim.lorea.org/pg/photos/album/49/exported-worlds
>
> More details on the README file, or the manual 
> online:https://sim.lorea.org/pg/pages/view/86/
> Also, i setup a webpage for the 
> project:https://sim.lorea.org/pg/groups/5/b2rex/
> The page is an elgg instance, and I'd like to configure it to manage a
> rex grid in the near future, and maybe implement some parts of the asset
> workflow there.
>
> This project is just starting, and comes from a proposal made to nlnet
> (a dutch fundation) for funding on this regards. They accepted a plan
> proposal, which is made public at the site webpage. The goal is to have
> as good blender integration with the realxtend world, also to allow
> realxtend to have this kind of integration when needed (ie, developing
> key areas of client or server software). Some people from realxtend
> already know of this (it was announced on the irc chat some time ago).
>
> The plan is pretty far fetched, touching on direct connection from
> blender, maybe reviewing mesh formats or asset server system, good
> support for uploading and tweaking characters, great material support,
> even logic support to the extent possible (or more... ;-)). So, I'm
> going to be working hard on the next months towards this goals. :-)
>
> Anyways, the most important is that I would love to hear any ideas you
> may have, regarding what can be done from blender or how it can be used.
> Either on this list or the project webpage. Also, I will be coming back
> with analysis of the situation to get more direct feedback. On the last
> weeks I've been getting intimate with the realxtend and opensim
> software, so there are a lot of things I have to put on paper now for
> discussion.
>
> You can also report problems or bugs in the git repo, or directly on the
> project forum (or here).
>
> Greetings!!
>
>  Pablo
>
>

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