Toni, thanks!

Could Tundra 2 read in scenes in Tundra 1 format? When Tundra client2 login
to login.realxtend.org, is the scene of Tundra2 format or Tundra1 format?

- Hui

On Thu, Sep 22, 2011 at 9:19 PM, Toni Alatalo <[email protected]> wrote:

> On Sep 23, 2011, at 1:17 AM, hui ning <[email protected]> wrote:
>
> Could I use Blender to read back the created *txml and associated scene
> attribute files?
>
>
> Not currently, there is no txml import for blender AFAIK. Would be simple
> to add though.
>
> Both b2rex and now also blender2ogre (brett's tundra exporter have
> expwrimental Blender live connection, though. And b2ogre can write txml.
> Could read it too .. But usually we have the original blend anyway already.
>
> - Hui
>
>
> -Toni
>
>
> On Thu, Sep 22, 2011 at 4:56 AM, Toni Alatalo < <[email protected]>
> [email protected]> wrote:
>
>>
>> On Sep 22, 2011, at 11:29 AM, hui ning wrote:
>>
>>  <http://80.75.107.153/Tundra2/Tundra-2.0-preview.exe>
>> http://80.75.107.153/Tundra2/Tundra-2.0-preview.exe to my windows 7(64),
>> somehow it did not execute.
>>
>>
>> weird, i can probably test later today. unless someone else digs up the
>> ported physics scene earlier.
>>
>> What's the typical procedure to port a scene to 2.0?
>>
>>
>> for this physics one is best to use the already ported version, but in
>> general, there is two areas:
>>
>> 1. coordinate space
>> In tundra1 (and earlier versions of Naali before that) we used the second
>> life / opensim coordinate system, where z is up (i don't remember the
>> handedness). this was hardcoded in some places. In tundra2 there is no
>> similar hardcoding, you can basically put your objects which way you want,
>> and it also works to just open tundra1 scenes and they show correctly. But
>> there are many places that assume the usual Ogre coordinate system, where y
>> is up: skyx, hydrax, how our bullet physics does gravity, the avatar
>> application etc. So to convert from 1 to 2 we often need to rotate the
>> scene. I haven't actually done that myself yet, was originally planning
>> making a standalone converter script for it, but later learned that perhaps
>> is simpler actually to make Tundra2 support opening t1 files and doing that
>> conversion then (e.g. just have a menu entry for it). For Pong I just
>> re-imported the blender-made .scene file to t2 so got all the objects right.
>>
>> 2. scripting api
>> for apps with scripting there is a lot of small syntactic changes, this
>> conversion tool is the best documentation we have for those so far .. the
>> replaces at 
>> <https://github.com/realXtend/naali/blob/tundra2/tools/tundra1-js-to-tundra2.py#L85>
>> https://github.com/realXtend/naali/blob/tundra2/tools/tundra1-js-to-tundra2.py#L85
>>
>> - Hui
>>
>>
>> ~Toni
>>
>>
>> On Wed, Sep 21, 2011 at 4:46 PM, Glenn Alexander <<[email protected]>
>> [email protected]> wrote:
>>
>>> I had SkyX et.al. running beautifully on 2.0pre (where that screenshot
>>> came
>>> from too). Haven't had time to get 2.0 working with my own scene (that
>>> the
>>> .pre was happy with) yet, so can't speak for that release.
>>>
>>> On Thursday September 22 2011 07:18:01 Toni Alatalo wrote:
>>> > Ah, indeed, this screenshot from the original tundra2 preview email
>>> shows
>>> > the Physics demo with SkyX and HydraX:
>>> > <http://80.75.107.153/Tundra2/SkyXHydrax.png>
>>> http://80.75.107.153/Tundra2/SkyXHydrax.png
>>> >
>>> > Didn't download the exe to see if it's there, as am on mac now. That's
>>> > <http://80.75.107.153/Tundra2/Tundra-2.0-preview.exe>
>>> http://80.75.107.153/Tundra2/Tundra-2.0-preview.exe
>>> >
>>> > > Ali Kämäräinen
>>> >
>>> >  ~Toni
>>>
>>> Glenalec
>>>
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