On ma, 2010-07-05 at 11:40 -0600, Tara Desoto wrote:
> Grids by creating only an OFF line content creation  pipeline that
> removes the  Artisans avatar from the worlds .    There are several
> reasons why I would like to see builders remain in world and not

I understand your concern, but also find that the problem is already
solved. At least as things are going now, builders' presence is
remaining. Simply because anyone using Blender/Max/Maya/.. to build now
must also have a viewer open to get to see how the result ends up
looking in ReX. With the exception of possibly users of the commercial
Max Ogre plugin that enables an Ogre viewport for viewing materials etc.

In fact what Pablo has been adding probably increases the inworld
presence of Blender-using builders. Note that we have had the from
Blender etc. Ogre dotscene import since last December already, Pablo did
not add the offline full scene building capability but it was done as a
part of ReX core dev last year --
http://realxtend.blogspot.com/2009/12/tutorial-to-import-scene-from-blender.html

What has been missing is a user friendly GUI for the upload. Matti has
been adding one to Naali, and Pablo to a Blender exporter directly.

Before there was a GUI for uploading to remove servers, the artists at
least at our studio have used the console commandline on a local sandbox
server to preview the builds. And haven't done that too often, but have
built for quite a while in Blender before previewing the results. This
indeed is a disconnected offline workflow, which you find problematic.
Isn't problematic at our studio, 'cause we preview other's in-progress
work above shoulders from their displays anyway and talk about it then
etc. :)

With the GUIs in Naali and Blender now, it should be easy for anyone to
frequently upload the scene to a remote server too. And when doing that
and viewing the result there, a normal viewer with an AV is required
'cause nothing else can currently show the scene and provide the
interactions .. e.g. moving in the scene to test if the scale is good
etc. So the builders can remain there, communicating with others etc.
like before.

That said, AFAIK even many vanilla-Opensim (not ReX) builders use a
local OpenSim server as their build sandbox .. and some artisans in
general, am not talking about computer graphics especially but anything,
are not comfortable with people seeing intermediate results but keep
works secret untill reveal final results. I'm not like that at all but
can understand that others find that suitable for them. So again, I
think the tech is the building blocks that allows all these
configurations .. collaborating on a shared server, or working
privately. And that has already been so, and remains so with these new
tools too.

But sincere thanks for bringing this point up! Communities and
collaboration techs are often crucial and indeed largely what VWs like
ReX are about, so good to keep when thinking of building workflows ..
and not only focus on the 3d data. For example, a company that does arch
vis with ReX had a feature request that people in-world (e.g. a customer
previewing a future house) should be able to leave notes about desired
changes, and the modeller/architect using e.g. Blender should then be
able to see them there when working on the scene. We don't have a
solution to that yet, but I hope we get it via getting the new ReX scene
Entity-Component system integrated to Blender as well. E.g. that scene
objects have notes / todo items as ReX ECs and they can be worked on in
Blender too. So indeed let's not forget human communication when add new
tools in the mix.

>   Tara Desoto 

~Toni


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