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