[realXtend] Re: I can't upload

2010-09-04 Thread Icreative



 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


Re: [realXtend] Re: I can't upload

2010-09-04 Thread Gustavo Alberto Navarro Bilbao
Because i've the same problem with the blender's interface, I use 3dmax and
the free plugin
ogremaxhttp://www.google.es/url?sa=tsource=webcd=1ved=0CBgQFjAAurl=http%3A%2F%2Fwww.ogremax.com%2Frct=jq=ogremaxei=qVKCTLi1NMnT4waRnPnTCwusg=AFQjCNGhCsMGT_SddH6Txr5qNyqtxT4dewcad=rjato
upload the meshes or, better, the complete scene.

Actually, in mine projects, i'm using the fbx format with
Unity3Dhttp://www.google.es/url?sa=tsource=webcd=1ved=0CB4QFjAAurl=http%3A%2F%2Funity3d.com%2Frct=jq=unity3dei=T1OCTPaOL8iq4Ab_8ozUCwusg=AFQjCNGmV9YAkS7AoqarqxS54m_ToZ_ZMQcad=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

Re: [realXtend] Re: I can't upload

2010-09-04 Thread Toni Alatalo
On la, 2010-09-04 at 16:14 +0200, Gustavo Alberto Navarro Bilbao wrote:
 Actually, in mine projects, i'm using the fbx format with Unity3D.
 Perhaps in the future, we can to use fbx on realxtend/Taiga too and
 the problems with the meshes, textures, lights and lightmaps, would 

Last I heard, FBX is a proprietary Autodesk format and problematic to
use in Open Source projects. IIRC one guy reverse engineered some of it
and implemented some level of support to a Blender script.

So using open specified alternatives like Collada has seemed better. We
haven't implemented Collada import yet, 'cause dotscene was simpler and
serves ok, and there are converters from Collada to Ogre mesehs. But it
has been now in the talks again -- reports and insights from you people
who know about the state of Collada interoperability (do the scenes and
materials etc. come correctly etc) would be welcome to assist in the
planning.

Of course realXtend is not limited to open source, but anyone who wants
can write closed / proprietary plugins to it too .. dunno if that would
be possible by someone licensing FBX stuff from Autodesk like Unity
perphaps did?

 Albert

~Toni

 
 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


-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org


Re: [realXtend] Re: I can't upload

2010-09-04 Thread Gustavo Alberto Navarro Bilbao
Yes, fbx is a format propietary, and not documented, but Atutodesk provides
a SDK in c++ to read, convert and manage fbx files, and Blender has a Python
export script to export en fbx and there is Java library for to work with
fbx too.
In the case of Unity3D, the engine import directly fbx. An other case is
with program than I use,
IClonehttp://www.google.es/url?sa=tsource=webcd=1ved=0CBsQFjAAurl=http%3A%2F%2Fwww.reallusion.com%2Ficlone%2Frct=jq=icloneei=RcOCTN7LDpTk4gaPr83TCwusg=AFQjCNFTIHXXFoYgspB8iVF_UUJ5xPo8AAcad=rja,
than use a specific tool,
3DXchangehttp://www.google.es/url?sa=tsource=webcd=1sqi=2ved=0CBgQFjAAurl=http%3A%2F%2Fwww.reallusion.com%2Ficlone%2F3dx.asprct=jq=iclone%203DXchangeei=e8OCTNqDJ8b24gaImOjTCwusg=AFQjCNEtSMjVLse-3RLrLdSQ8YTyTRkSnwcad=rja,
to convert models from skecthup, 3dsmax, ZBrush, Maya, etc., to the IClone
format.

Alberto

2010/9/4 Toni Alatalo ant...@kyperjokki.fi

 On la, 2010-09-04 at 16:14 +0200, Gustavo Alberto Navarro Bilbao wrote:
  Actually, in mine projects, i'm using the fbx format with Unity3D.
  Perhaps in the future, we can to use fbx on realxtend/Taiga too and
  the problems with the meshes, textures, lights and lightmaps, would

 Last I heard, FBX is a proprietary Autodesk format and problematic to
 use in Open Source projects. IIRC one guy reverse engineered some of it
 and implemented some level of support to a Blender script.

 So using open specified alternatives like Collada has seemed better. We
 haven't implemented Collada import yet, 'cause dotscene was simpler and
 serves ok, and there are converters from Collada to Ogre mesehs. But it
 has been now in the talks again -- reports and insights from you people
 who know about the state of Collada interoperability (do the scenes and
 materials etc. come correctly etc) would be welcome to assist in the
 planning.

 Of course realXtend is not limited to open source, but anyone who wants
 can write closed / proprietary plugins to it too .. dunno if that would
 be possible by someone licensing FBX stuff from Autodesk like Unity
 perphaps did?

  Albert

 ~Toni

 
  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


 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


-- 
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http://www.realxtend.org

[realXtend] Re: I can't upload

2010-09-03 Thread DiogoLuiz
Ok, now I got this, but my object is now a white object and I can walk
inside that, how could I fix this?
Thanks.

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org


Re: [realXtend] Re: I can't upload

2010-09-03 Thread Toni Alatalo
On pe, 2010-09-03 at 14:34 -0700, DiogoLuiz wrote:
 Ok, now I got this, but my object is now a white object and I can walk
 inside that, how could I fix this?

You must assign materials or textures to it.

Collisions currently work only for the first submesh, the first material
index. There is a patch for the server that should fix it to work an
all, but there was some problem with it so it's not in current version
yet. Now you can make a collision model which is all in one part, and
set that as the collision model of your object. I don't know if Sketchup
can do that for you (i know Blender can).

~Toni


-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org


Re: [realXtend] Re: I can't upload

2010-09-03 Thread Peter Steinlechner
Sketchup doesn't make automaticly a collission model, you need to make that
manualy


On Fri, Sep 3, 2010 at 11:38 PM, Toni Alatalo ant...@kyperjokki.fi wrote:

 On pe, 2010-09-03 at 14:34 -0700, DiogoLuiz wrote:
  Ok, now I got this, but my object is now a white object and I can walk
  inside that, how could I fix this?

 You must assign materials or textures to it.

 Collisions currently work only for the first submesh, the first material
 index. There is a patch for the server that should fix it to work an
 all, but there was some problem with it so it's not in current version
 yet. Now you can make a collision model which is all in one part, and
 set that as the collision model of your object. I don't know if Sketchup
 can do that for you (i know Blender can).

 ~Toni


 --
 http://groups.google.com/group/realxtend
 http://www.realxtend.org


-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org

Re: [realXtend] Re: I can't upload

2010-09-03 Thread George van Zeeland
Hello

There is a somewhat long way around that problem, I have tried to do
the same thing but dint work the way i wanted to.
If you are familiar with outodeks maya then an option might be to use
the Sketchup plugin for maya to import the models in to maya then use
the org exporter in maya to export your model to your hard drive for
uploading.
Maya will create the collision file as it will also create material
and mesh files.
You might need to reverse Face normals on your model in maya or your
object will turn invisible because Sketchup only creates planes
one-sided visual suvices

Maybe it helps you a bit.

Best regards George.

-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org


Re: [realXtend] Re: I can't upload

2010-09-03 Thread Toni Alatalo
On la, 2010-09-04 at 01:21 +0200, George van Zeeland wrote:
 If you are familiar with outodeks maya then an option might be to use
 the Sketchup plugin for maya to import the models in to maya then use
 the org exporter in maya to export your model to your hard drive for

BTW besides the old way of uploading the mesh, material and texture
assets individually to the inventory, from where you can assign them to
objects that you create in-world, we've been now using full scene import
to RealXtend and I think there is a suitable exporter for Maya too:
http://realxtend.blogspot.com/2009/12/tutorial-to-import-scene-from-blender.html
is a tutorial where Blender is used, and there is an open source
exporter for Maya which should be compatible:
http://www.ogre3d.org/tikiwiki/Maya+Scene+Exporter

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.

For uploading individual meshes, I actually realized yesterday that we
could perhaps simple dragdrop of the mesh from your desktop to
in-world. Because the ogre .mesh file has the material ref inside it,
and the material refers to the textures it uses, Naali could inspect the
mesh and load all the assets and assign them correctly. Something to
investigate, perhaps next week.

 Best regards George.

cheers, and please be patient with us :)
~Toni



-- 
http://groups.google.com/group/realxtend
http://www.realxtend.org