*> **And please, anyone on this list, **do post your views and wishes for
the workflow.*

Is there any way to make the Blender exporter/importer 100% backwards
compatible with just plain OpenSim and/or OpenSim + ModRex?

*> I know some fancy the idea that Blender would be just a normal Opensim
> client, what I tested a year ago in
> **http://www.playsign.net/engine/BlenderOMV*<http://www.playsign.net/engine/BlenderOMV>
* .*

Personally, I would really love to see a Blender2OpenSim exporter (or
OpenSim + ModRex) that can export to both vanilla OpenSim, and/or OpenSim +
ModRex.

Is there any way to use/re-use some of the work previously done from the
BlenderOMV project?  If at all possible, could you please make the
BlenderExporter 100% compatible with both vanilla OpenSim and OpenSim +
ModRex? (without any dependencies on Taiga / Cable Beach)

It would be extremely nice to have a Blender importer/exporter that would
work with OpenSim (and OpenSim + ModRex).

*
*
*> **And please, anyone on this list, **do post your views and wishes for
the workflow.*
*
*
I would love to see a Blender exporter/importer, but my only request is that
the exporter/importer please be backwards compatible with vanilla OpenSim
and OpenSim + ModRex (preferably the latest OpenSim 0.7RC2 release).

            Thank-you,



On Sat, Jul 3, 2010 at 1:51 AM, Toni Alatalo <ant...@kyperjokki.fi> wrote:

> On ke, 2010-06-30 at 01:39 -0700, Matti wrote:
> > Yep, common library would be good, if you could get caps working
> > from blender,.. i think antont was earlier talking something about
> > having blender using naali to upload scene or something..
>
> The local scene loading in Naali experiment started after I observed
> (Mikko P. showed) that the bottleneck in loading big scenes was at the
> server. It can take minutes for modrex to create all the db objects for
> the assets etc. As we currently don't have an Ogre view in Blender, we
> typically must use a reX client to check if the materials etc. are
> right. For this kind of previewing, often done in a pretty tight
> authoring loop, seemed that going via the server can be too slow -- even
> when it's on localhost so that the networking is fast.
>
> Naali can load a big scene from local files directly in seconds, like
> Ogre normally. When the meshes and materials are already loaded, and you
> only move/scale/rotate the objects in Blender/Max/Maya and get a
> new .scene file, the py code in Naali can update it in a fraction of a
> second. And we got this almost for free, 'cause python-ogre examples
> already had a dotscene loader which was easy to adapt to the Naali EC
> system which provides the py api there.
>
> The experiment / workflow I suggest is this:
>
> - Have both Blender and Naali running locally on the same computer.
> That's what artists usually have anyway, when model etc. in Blender and
> use Naali to view the result.
>
> - Add a button to blender2rex to sync the scene to local Naali directly,
> as an alternative option in addition to the sending it to server for
> ModRex to handle.
>
> - Have Naali show automatically the new scene after it was exported from
> Blender. When moving/scaling/rotating objects could even sync it after
> every editing op to have it update almost in realtime. Can test the
> scale by moving around in it by flying with the avatar etc (collisions
> don't work with local scenes now 'cause we don't have client side
> physics in Naali yet, but that doesn't matter for the visuals).
>
> - Then can use either the Naali server upload capability or the Blender
> one to publish the scene on the server after have seen that it looks
> right in Rex.
>
> Of course this leaves also the option to just go via the server when the
> slower cycle is not a problem, and when you want to more directly collab
> with others. But for local previewing when building this seems useful.
>
> Naali already comes with a http listener, a demo seems to be still up at
> http://www.playsign.fi:28008/render (that Naali has been running nonstop
> >2weeks now :) . It is easy to add a rest/xmlrpc/whatever http handler
> there that understands commands like:
> loadscene /home/artist/scenes/myworld.scene .. so after the export
> Blender can just send such a command over http so Naali knows to sync.
> The source for the http handler is at
>
> http://github.com/realXtend/naali/blob/develop/bin/pymodules/webserver/webcontroller.py..
>  you can just add a 'def loadscene(self, filepath)' to implement a url
> handler for http://localhost:28008/loadscene?filepath=myworld.scene
>
> The py modules in Naali use the circuits event library, where the idea
> is to use events to make decoupled components when building your app, so
> to make the webserver tell the localscene component to load a scene it
> can be a good idea to use circuits events .. you can also just import
> the localscene module and call functions there like in normal py, but I
> think the decoupling that events give is nice (also keeps the live
> reloading of the components working). We don't use circuits events to
> communicate between different py modules in Naali yet, it is now just
> used to forward the Naali events from the c++ side to py modules, but I
> think this webserver+sceneloader interaction is a good place to test
> that.
> http://bytebucket.org/prologic/circuits/wiki/html/tutorial.html#events
>
> Otherwise I looked into synching also the selection state between
> Blender<->Naali, in that case there'd be a http handler for setting
> selection and a circuits event that's handled in the object editing
> module in Naali .. I or perhaps Nathan who works on obedit can try that
> one, if you take care of this scene contents biz :)
>
> And like planned we should meet and talk about the big pic, how we want
> Blender and reX to play together, do we target Collada, perhaps use
> Verse too etc. Let's plan something soon, so get it implemented in time
> before the Blender conference so can have nice demos there and get
> feedback from that community too etc. And please, anyone on this list,
> do post your views and wishes for the workflow.
>
> I know some fancy the idea that Blender would be just a normal Opensim
> client, what I tested a year ago in
> http://www.playsign.net/engine/BlenderOMV . That's where I've been
> hoping that Naali network modules would be libs reusable in other apps
> too, so would not need .net for libomv in Blender. But this dotscene
> shortcut is 1000 times less work to complete to a useful state, and
> performs better to sync a full scene, so I think better to do first.
>
> ~Toni
>
> --
> http://groups.google.com/group/realxtend
> http://www.realxtend.org
>

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