[realXtend] Naali 0.3.2 released
New version of Naali is available. Note that the 0.1.4 Taiga or newer is required for the scene upload functionality to work properly. In addition to important bug fixes, Naali 0.3.2 has new avatar editor functionality, better camera controls and the internals have been reworked. The Mac version is still under construction, we hope to have it available soon. You can download the latest Naali here: http://code.google.com/p/realxtend-naali/downloads/detail?name=Naali-0.3.2.execan=2q= -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Suggestion: WikiTree support
Arise, ancient thread! Wiki-Tree looks quite interesting. I think Jon Brouchoud has read this list at some point, perhaps he could enlighten us a little? I wonder how much of the WikiTree stuff would work directly on top of Taiga / Naali, any guesses to how much work the porting would be? 2010/6/2 Peter Quirk peter_qu...@hotmail.com: I'd like to see something like the WikiTree [http://sourceforge.net/ projects/wikitree3d/] (with Naali/Taiga extensions) included in the base distribution. Making it easier for people to build, create checkpoints, revert to a previous design, etc. would be really helpful. -- http://groups.google.com/group/realxtend http://www.realxtend.org -- http://groups.google.com/group/realxtend http://www.realxtend.org
[realXtend] Talking about 3D animations
Hi to all: Videotutorial (in spanish) here: *Tecnologias3D segunda parte* http://vimeo.com/15712634 Best R. Alberto -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] Re: Uploading Scene in Naali 0.3.2 Taiga 0.1.4
On su, 2010-10-10 at 13:09 +0200, Peter Steinlechner wrote: thanks for your reply, I had it run for about a half hour without any results. Also when I try to load Albertos sample scene, it doesn't show up local. But if I use my test scenes which have smaller mesh size, they show up local. I'm affraid it must be something related to the Win7 installation I have, as Albertos scene seems to run perfectly on his XP installation. About the zip file you mentioned, where should I look for it? I checked in the same folder where the scene files are. Yes it seems to make the zip in the same folder. I think that it gets stuck for you at 14% and you don't see .zip files there mean that the zip creation fails somehow. Unfortunately I think the errors from there are not going to the log nor f1 console now, only to the console window which is disabled in releases .. we have to fix that too. That worked for me with both of your test scenes, they both show locally and Naali makes the zips, but so far have managed to publish only the other to the server 'cause am encountering some other prob with my server setup perhaps. Alberto's EDIFICIO 6 gives me a parser error when reading the file locally. I suspect a bug / incompatibility in the simple dotscene loader from the python-ogre project. Are you saying that worked for you? Or did I find a different scene zip than the one you meant. Matti already did some fixes and little ui improvements today, we'll be testing more. Pedro ~Toni On Sun, Oct 10, 2010 at 8:47 AM, Toni Alatalo ant...@kyperjokki.fi wrote: On su, 2010-10-10 at 09:42 +0300, Toni Alatalo wrote: On la, 2010-10-09 at 15:29 +0200, Peter Steinlechner wrote: Have you tried also to export the scene without the camera and the lamp ? I just selected the objects and it worked well. That won't affect the zip making + uploading part. If you can see the scene locally after the load, it could be read ok. The publish button just blindly makes a zip of the files and uploads it using http. Oops sorry apparently I was wrong there -- the publisher actually does read the scene structure to find material references etc., I guess to know what textures etc. it needs to put in the zip, so it is indeed possible there is some bug there if it doesn't take into regard entities without mats like cameras. So this may be worth a try too. ~Toni The people who had problems: did you wait for long? The fact that the GUI status bar now gets stuck does not mean that he tool got stuck. It just is not yet implemented so that it would update incrementally -- it jumps in big steps when everything is done, so the GUI is misleading. I read the publish code now, and the zip making part apparently copies all the textures to a temporary directory etc. which can take a while. This is probably made worse by that zip making being run in a thread in the same process. So if you have Naali running at not-ultra-high fps, it can be slow (Naali eats all cpu of that processor, and if you are on multicore, the other processors are not utilized for the zip making now because cpython has a global lock). So if the people who had probs can please test again, let it run for a long time, and see if a .zip file finally appears etc. that would be helpful. On the dev side I think we should port that to use a subprocess -- then it will not be slowed down by Naali mainloop with the rendering etc., especially on multicore machines should be normal speed for zip making then. Matti R. can see an example in pychessview if wants to give this a shot. Fortunately it should be trivial, perhaps only 1-2hours of work to adapt. I may try it next week if have time, can give an update then if it works out. Thanks for the feedback! ~Toni On Sat, Oct 9, 2010 at 3:01 PM, MasterJ djmat...@hotmail.com wrote: here i have same trouble too (and more becaue i have a python error with blender) the progress bar stop at 14%. but i use Naali 0.3.1 and Taiga 0.1.4 i have changed nothing on the opensim.ini here. and i never try uplaod scene from console because i can't found the
Re: [realXtend] Re: Uploading Scene in Naali 0.3.2 Taiga 0.1.4
Hi Toni - thanks for the news, I was using the Edificio6 scene that Alberto had posted here in the group. So I think we both are using the same. I forgot to mention, that I used for this test a Taiga 0.1.4 and a Taiga 0.2.0 RC1 setup - both freshly installed. I don't know if that helps you, but when in local scene I choose the Save option, a file with the scene name and the ending .saved is created in the scene directory on the local PC. As for the zip file that should be created, I can confirm that they don't get created on my PC. To create the scenes I used Blender 2.49b with the ogre mesh and scene exporter found on the ogre site. On Mon, Oct 11, 2010 at 3:59 PM, Toni Alatalo ant...@kyperjokki.fi wrote: On su, 2010-10-10 at 13:09 +0200, Peter Steinlechner wrote: thanks for your reply, I had it run for about a half hour without any results. Also when I try to load Albertos sample scene, it doesn't show up local. But if I use my test scenes which have smaller mesh size, they show up local. I'm affraid it must be something related to the Win7 installation I have, as Albertos scene seems to run perfectly on his XP installation. About the zip file you mentioned, where should I look for it? I checked in the same folder where the scene files are. Yes it seems to make the zip in the same folder. I think that it gets stuck for you at 14% and you don't see .zip files there mean that the zip creation fails somehow. Unfortunately I think the errors from there are not going to the log nor f1 console now, only to the console window which is disabled in releases .. we have to fix that too. That worked for me with both of your test scenes, they both show locally and Naali makes the zips, but so far have managed to publish only the other to the server 'cause am encountering some other prob with my server setup perhaps. Alberto's EDIFICIO 6 gives me a parser error when reading the file locally. I suspect a bug / incompatibility in the simple dotscene loader from the python-ogre project. Are you saying that worked for you? Or did I find a different scene zip than the one you meant. Matti already did some fixes and little ui improvements today, we'll be testing more. Pedro ~Toni On Sun, Oct 10, 2010 at 8:47 AM, Toni Alatalo ant...@kyperjokki.fi wrote: On su, 2010-10-10 at 09:42 +0300, Toni Alatalo wrote: On la, 2010-10-09 at 15:29 +0200, Peter Steinlechner wrote: Have you tried also to export the scene without the camera and the lamp ? I just selected the objects and it worked well. That won't affect the zip making + uploading part. If you can see the scene locally after the load, it could be read ok. The publish button just blindly makes a zip of the files and uploads it using http. Oops sorry apparently I was wrong there -- the publisher actually does read the scene structure to find material references etc., I guess to know what textures etc. it needs to put in the zip, so it is indeed possible there is some bug there if it doesn't take into regard entities without mats like cameras. So this may be worth a try too. ~Toni The people who had problems: did you wait for long? The fact that the GUI status bar now gets stuck does not mean that he tool got stuck. It just is not yet implemented so that it would update incrementally -- it jumps in big steps when everything is done, so the GUI is misleading. I read the publish code now, and the zip making part apparently copies all the textures to a temporary directory etc. which can take a while. This is probably made worse by that zip making being run in a thread in the same process. So if you have Naali running at not-ultra-high fps, it can be slow (Naali eats all cpu of that processor, and if you are on multicore, the other processors are not utilized for the zip making now because cpython has a global lock). So if the people who had probs can please test again, let it run for a long time, and see if a .zip file finally appears etc. that would be helpful. On the dev side I think we should port that to use a subprocess -- then it will not be slowed down by Naali mainloop with the rendering etc., especially on multicore machines should be normal speed for zip making then. Matti R. can see an example in pychessview if wants to give this a shot. Fortunately it should be trivial, perhaps only
[realXtend] Re: Suggestion: WikiTree support
I wouldn't know where to start with the implementation (I'm just an architect! ;-) - but the code is all available under BSD license here: http://sourceforge.net/projects/wikitree3d/ In fact, someone already suggested (maybe one of you?) Naali/Taiga extensions for the WikiTree in the discussion forum. I think it would be absolutely brilliant to see the WikiTree built into Naali/Taiga, and would be happy to do anything I can to help make that happen. On Oct 11, 12:41 pm, Peter Quirk peter_qu...@hotmail.com wrote: It was implemented in LSL so it should be too hard to support. I'll ask Jon if he's interested in helping out. On Oct 11, 7:47 am, Antti Ilomäki antti.ilom...@gmail.com wrote: Arise, ancient thread! Wiki-Tree looks quite interesting. I think Jon Brouchoud has read this list at some point, perhaps he could enlighten us a little? I wonder how much of the WikiTree stuff would work directly on top of Taiga / Naali, any guesses to how much work the porting would be? 2010/6/2 Peter Quirk peter_qu...@hotmail.com: I'd like to see something like the WikiTree [http://sourceforge.net/ projects/wikitree3d/] (with Naali/Taiga extensions) included in the base distribution. Making it easier for people to build, create checkpoints, revert to a previous design, etc. would be really helpful. -- http://groups.google.com/group/realxtend http://www.realxtend.org-Hide quoted text - - Show quoted text - -- http://groups.google.com/group/realxtend http://www.realxtend.org