Re: [realXtend] RealXtend exporter for blender
On 04/07/10 06:53, Mark Malewski wrote: Pablo, This is great news, a blender exporter would be great, but this won't require installing Cable Beach/Taiga at all will it? Will this work with just the plain OpenSim and OpenSim + ModRex? Well. at the moment it requires an extra module on modrex, and only recent ones. Other than this afaik taiga is just opensim with modrex (and optionally cablebeach too). Is there any way to make this Blender2Rex exporter 100% compatible with just plain vanilla OpenSim and/or OpenSim + ModRex? With opensim+modrex, that's the goal. About vanilla opensim... it doesn't have mesh support so I don't see the point, anyways on the taiga server, you can connect with hippo viewer and see the objects (bounding cubes but what do you expect). Also will this Blender Exporter work with the latest OpenSim 0.7RC2? Af it has the b2rex module on modrex, yes, but I think modrex doesn't work yet on 0.7rc2. greetings Pablo signature.asc Description: OpenPGP digital signature
Re: [realXtend] RealXtend exporter for blender
Pablo, This is great news, a blender exporter would be great, but this won't require installing Cable Beach/Taiga at all will it? Will this work with just the plain OpenSim and OpenSim + ModRex? Is there any way to make this Blender2Rex exporter 100% compatible with just plain vanilla OpenSim and/or OpenSim + ModRex? It would be really nice to use this Blender2Rex exporter, but not everyone wants to use Cable Beach / Taiga, and some people prefer just the standard vanilla OpenSim + ModRex. Will this be compatible with just plain OpenSim + ModRex? Is there anyway that this can be made so that it's compatible with plain OpenSim or OpenSim + ModRex (without any Taiga dependencies?) Also will this Blender Exporter work with the latest OpenSim 0.7RC2? Thank-you Mark On Mon, Jun 28, 2010 at 12:58 PM, Pablo Martin cae...@doodo.org wrote: Hi! I made the first release of a b2rex exporter: The package is available at:http://github.com/downloads/caedesvvv/b2rex/b2rex-0.1.zip The plugin controls the ogre mesh and scene exporters to generate a world suitable for uploading to realxtend. Also, it can connect to the opensim server, and using a custom modrex plugin it can upload worlds and clear a scene directly. Also, i modified the ogre exporters a little bit, to allow whole scene offseting directly, and to improve material handling a little bit, when used with realxtend. It currently supports materials with normalmaps and specularmaps, as well as the normal materials with just a diffuse texture. They are included on the package for now. Note, for direct uploading you need a custom modrex version, and some special config on the server (enable xmlrpc and rest interfaces) Screenshots of exported worlds:https://sim.lorea.org/pg/photos/album/49/exported-worlds More details on the README file, or the manual online:https://sim.lorea.org/pg/pages/view/86/ Also, i setup a webpage for the project:https://sim.lorea.org/pg/groups/5/b2rex/ The page is an elgg instance, and I'd like to configure it to manage a rex grid in the near future, and maybe implement some parts of the asset workflow there. This project is just starting, and comes from a proposal made to nlnet (a dutch fundation) for funding on this regards. They accepted a plan proposal, which is made public at the site webpage. The goal is to have as good blender integration with the realxtend world, also to allow realxtend to have this kind of integration when needed (ie, developing key areas of client or server software). Some people from realxtend already know of this (it was announced on the irc chat some time ago). The plan is pretty far fetched, touching on direct connection from blender, maybe reviewing mesh formats or asset server system, good support for uploading and tweaking characters, great material support, even logic support to the extent possible (or more... ;-)). So, I'm going to be working hard on the next months towards this goals. :-) Anyways, the most important is that I would love to hear any ideas you may have, regarding what can be done from blender or how it can be used. Either on this list or the project webpage. Also, I will be coming back with analysis of the situation to get more direct feedback. On the last weeks I've been getting intimate with the realxtend and opensim software, so there are a lot of things I have to put on paper now for discussion. You can also report problems or bugs in the git repo, or directly on the project forum (or here). Greetings!! Pablo -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] RealXtend exporter for blender
Hi Pablo thats great news and I will try it as soon as possible. I tried to get a look at the pics on your website, but all i could see was a frame with the name thumbnail, it looks like they where somehow encoded as a click on the thumbs just reavealed a pile of data. Anyhow i think the b2rex is a great step towards the right direction. realxtend rocks!!! On Mon, Jun 28, 2010 at 7:58 PM, Pablo Martin cae...@doodo.org wrote: Hi! I made the first release of a b2rex exporter: The package is available at:http://github.com/downloads/caedesvvv/b2rex/b2rex-0.1.zip The plugin controls the ogre mesh and scene exporters to generate a world suitable for uploading to realxtend. Also, it can connect to the opensim server, and using a custom modrex plugin it can upload worlds and clear a scene directly. Also, i modified the ogre exporters a little bit, to allow whole scene offseting directly, and to improve material handling a little bit, when used with realxtend. It currently supports materials with normalmaps and specularmaps, as well as the normal materials with just a diffuse texture. They are included on the package for now. Note, for direct uploading you need a custom modrex version, and some special config on the server (enable xmlrpc and rest interfaces) Screenshots of exported worlds:https://sim.lorea.org/pg/photos/album/49/exported-worlds More details on the README file, or the manual online:https://sim.lorea.org/pg/pages/view/86/ Also, i setup a webpage for the project:https://sim.lorea.org/pg/groups/5/b2rex/ The page is an elgg instance, and I'd like to configure it to manage a rex grid in the near future, and maybe implement some parts of the asset workflow there. This project is just starting, and comes from a proposal made to nlnet (a dutch fundation) for funding on this regards. They accepted a plan proposal, which is made public at the site webpage. The goal is to have as good blender integration with the realxtend world, also to allow realxtend to have this kind of integration when needed (ie, developing key areas of client or server software). Some people from realxtend already know of this (it was announced on the irc chat some time ago). The plan is pretty far fetched, touching on direct connection from blender, maybe reviewing mesh formats or asset server system, good support for uploading and tweaking characters, great material support, even logic support to the extent possible (or more... ;-)). So, I'm going to be working hard on the next months towards this goals. :-) Anyways, the most important is that I would love to hear any ideas you may have, regarding what can be done from blender or how it can be used. Either on this list or the project webpage. Also, I will be coming back with analysis of the situation to get more direct feedback. On the last weeks I've been getting intimate with the realxtend and opensim software, so there are a lot of things I have to put on paper now for discussion. You can also report problems or bugs in the git repo, or directly on the project forum (or here). Greetings!! Pablo -- http://groups.google.com/group/realxtend http://www.realxtend.org
Re: [realXtend] RealXtend exporter for blender
On 28/06/10 22:08, Bill wrote: WOW. This looks AWSOME!... And these scenes imported directly from blender into realxtend? I'm not sure what you mean..., blender exports the scene to the right format, and then uploads it directly to the server but for this you need an additional modrex module, so it won't work with public servers yet. Anyhow, I will setup a public test server soon, and look into an uploading solution that can be used and integrated with upstream modrex, and you can test it in your own server too, or upload the worlds the usual way. p. signature.asc Description: OpenPGP digital signature