I think we're now getting to details, so let's continue on -dev mailing
list or irc. This as a last short thing here still:

On ke, 2010-08-11 at 09:55 +0200, Pablo Martin wrote:
> uuids for materials, textures, meshes and objects (and I guess more
> objects, but these are the ones I keep track of right now), so these
> would have to go in different places if embedded in that way, so the
> export might be a bit more difficult at least for me, and in some cases
> might be that we don't have such a place, like with textures or

Right, I failed to realize that in the line of thinking that had.
Perhaps a separate file for the mappings is the way indeed.

> materials in-world for example, and started to prepare in a way. I've
> added an xmlrpc function on my modrex version that returns information
> about the scene objects, assets and materials (maybe there was some
> other functionality returning all this info, but I couldn't find one
> giving me what I wanted), so I can inspect the scene and import back
> some data, although I'm not doing it yet. I plan to use it soon for
> importing simple object metadata, later for more ellaborate
> synchronization. I can certainly import or maintain any kind of
> references and metadata, and with just a few xmlrpc or rest functions
> and some flags on blender side this should be possible to do cleanly.

Would it make sense to use the same dotscene format to save from the
server, and implement loading those to blender? Or is this kind of
(live?) querying from the session better somehow?

Existing saving funcs in opensim are OAR which is a complete bundle with
all the assets, and save-xml2 which is just the scene with asset
references. These are autoserialized .net dumps of the internal
humongous opensim sceneobjectgroup&part structures, so I didn't start
writing support for importing/exporting those for Blender.

Besides the simple ogre dotscene format, Collada scene might be a good
option. We've now exported as collada from Blender to show stuff using
the in-browser js webgl o3d engine (which sirikata katajs also uses,
we've tested both using sirikata and without) and those scene xmls are
quite nice actually, can have asset info too etc. I wondered at one
point that perhaps we could abuse the collada scene files a bit by
pointing to ogre meshes in there, like ogre dotscene does.

But let's talk and think on irc etc more later.

I guess with the live querying you've started doing it's nice that you
are always up-to-date, if someone is editing in-world while you work in
Blender etc.

>  Pablo

~Toni


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