[Opensim-dev] Mesh to primitive converter

Rich White rich.lynn.white at gmail.com
Fri Feb 13 00:01:50 UTC 2009


Collada  to Sculptie would be a great start  - open up the Google 3D
warehouse and Sketchup for authoring Opensim (& SL ) content.



==

On Thu, Feb 12, 2009 at 5:56 PM, Mircea Kitsune
<mircea_the_kitsune at hotmail.com> wrote:
> That tool would be very interesting to try with Opensim. I know clients like
> RealXtend support meshes directly, but what I was thinking of was a way to
> have meshes in-world that the LL client can see as well. Having meshes as
> prim-per-poly can also make them editable in-world to a point, and allow
> meshes to reside just like normal builds.
>
>> Date: Thu, 12 Feb 2009 18:07:42 -0500
>> From: fishwick at cise.ufl.edu
>> To: opensim-dev at lists.berlios.de
>> Subject: Re: [Opensim-dev] Mesh to primitive converter
>>
>> I saw an example of this once - an app that takes a mesh and creates
>> a conversion to SL prims. The problem is that it took a long time to
>> rez, and the prim geometry was more detailed than necessary (given
>> that the problem is to render a mesh (which the prims are already).
>> I would say it might be better to use a renderer that incorporates meshes,
>> such as realxtend if that meets your needs. I recently uploaded a basic
>> stress
>> test that incorporates a mesh, two region modules, lsl and python
>> scripts....: see the first video in:
>> http://www.youtube.com/user/metaphorz.
>>
>>
>> -p
>>
>
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