Because i've the same problem with the blender's interface, I use 3dmax and the free plugin ogremax<http://www.google.es/url?sa=t&source=web&cd=1&ved=0CBgQFjAA&url=http%3A%2F%2Fwww.ogremax.com%2F&rct=j&q=ogremax&ei=qVKCTLi1NMnT4waRnPnTCw&usg=AFQjCNGhCsMGT_SddH6Txr5qNyqtxT4dew&cad=rja>to upload the meshes or, better, the complete scene.
Actually, in mine projects, i'm using the fbx format with Unity3D<http://www.google.es/url?sa=t&source=web&cd=1&ved=0CB4QFjAA&url=http%3A%2F%2Funity3d.com%2F&rct=j&q=unity3d&ei=T1OCTPaOL8iq4Ab_8ozUCw&usg=AFQjCNGmV9YAkS7AoqarqxS54m_ToZ_ZMQ&cad=rja>. Perhaps in the future, we can to use fbx on realxtend/Taiga too and the problems with the meshes, textures, lights and lightmaps, would become memories of the past. Albert 2010/9/4 Icreative <vanzeeland.geo...@gmail.com> > > > > The thing there is that you get to upload meshes, materials and > textures > > in one go, and don't have to re-assign them manually in-world. They also > > go to their right places if you export the whole scene, but it can also > > be handy for even just individual objects (just need to export a scene > > with that single object). Besides the opensim console implemented last > > year and explained in that tutorial, there is now a work-in-progress gui > > frontend to it in Naali. > > Wauw this is just getting better and better :)) amazing stuff. > I personally dont work with blender because i get lost in it's to me > not so intuitive interface but ill post info here on how it works for > maya if that could be of any value. > > > cheers, and please be patient with us :) > > ~Toni > > I guess looking at the great amount of work you guys do and the even > more stunning development all I/we can do is support you guys in > anyway we can. > > Thank you so much. > > -- > http://groups.google.com/group/realxtend > http://www.realxtend.org > -- http://groups.google.com/group/realxtend http://www.realxtend.org