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 > > -- http://groups.google.com/group/realxtend http://www.realxtend.org