To reassure Tara, as Toni mentioned, I am one of the users MaxOgre plugin, and although the viewer is very useful not want to lost that in world collaborative spirit and because that I always use the viewer in other monitor. I haven't here "in-progress work above shoulders" ;-) but I like to use the "ogrescene import" command and to see how the structure start to be builded in world just over mi head.
This pipeline option is just a progress from the Henshin tool <http://www.youtube.com/watch?v=5svEb_QYpKo>created for my friends Asha and Impalah, or the Prim Composer <http://www.google.es/search?q=Prim+Composer&hl=es&client=firefox-a&hs=6xj&rlz=1R1GPCK_es___ES356&prmd=v&source=univ&tbs=vid:1&tbo=u&ei=YiY0TJPnBMHzOd6HrewB&sa=X&oi=video_result_group&ct=title&resnum=4&ved=0CDoQqwQwAw>created for Shack Dougall. The existence of such tools, I think it is very beneficial to help the creators to add content to virtual worlds and always want to get creative in the world to see as is creation. Let us not forget that these tools are just a foretaste of what one day would like to use as Bruce Branit showed us in his brilliant Wolrd Builder<http://www.bestofyoutube.com/story.php?title=world-builder>, where what matters is not the tool, if not the spirit of what is to be achieved by using it. Alberto ************************************************************************************************** 2010/7/7 Toni Alatalo <[email protected]> > 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 > > > -- > http://groups.google.com/group/realxtend > http://www.realxtend.org > -- http://groups.google.com/group/realxtend http://www.realxtend.org
