[realXtend] Re: I can't upload
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
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
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
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 -- http://groups.google.com/group/realxtend http://www.realxtend.org
[realXtend] Re: I can't upload
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
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
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
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
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