[Opensim-dev] Inventory Migration

Fleep Tuque fleep513 at gmail.com
Wed Mar 2 13:27:58 UTC 2011


I've used SI as well, with better luck than Imprudence.  The export in
Imprudence works exactly as advertised but rarely meets my needs.  It won't
export textures if you aren't the creator, sculpt textures even if you ARE
the creator, and doesn't get anything inside the prim.  So, if you just need
to export the simple prim shapes and linksets it seems to work most of the
time.  If you want the textures, scripts, items inside a prim, or sculpts..
Imprudence won't work, in my experience.  Imprudence does export avatar
shapes, but not clothing items, too.

It's always pretty tedious no matter what tool I've used, but in my
experience, Second Inventory or whatever they are called now is your best
bet.  Good luck!

- Chris/Fleep


Chris M. Collins (SL: Fleep Tuque)
Project Manager, UC Second Life
Second Life Ambassador, Ohio Learning Network
UCit Instructional & Research Computing
University of Cincinnati
406E Zimmer Hall
PO Box 210088
Cincinnati, OH 45221-0088
(513)556-3018
chris.collins at uc.edu

UC Second Life:   http://homepages.uc.edu/secondlife
OLN Second Life: http://www.oln.org/emerging_technologies/emtech.php





On Wed, Mar 2, 2011 at 6:56 AM, Neil Canham <neil at knowsense.co.uk> wrote:

> I've used SI extensively for this - but I've had some problems with
> corrupted textures which for skins causes big problems.  For
> textures/geometry, the export/import in Imprudence seems to work.  Doesn't
> handle scripts or other embedded items though - does the Hippo export handle
> embedded scripts and other items?  If so I may have to check that out!
>
> For moving between OpenSim instances, if you have access to the console,
> IAR is the only way to go - very easy, works perfectly for me (although it
> is marked as experimental, I've had no issues so far)
>
> Neil Canham
> http://www.knowsense.co.uk
>
>
> On Wed, Mar 2, 2011 at 11:37 AM, <tinselsilvera at frontiernet.net> wrote:
>
>> I too have used the SI in the past. However, I most commonly use the tried
>> and true Hippo Viewer to move my Spoke n' Cog inventory in and out of Second
>> Life. The Hippo Viewer is quick, easy and never fails.
>> --
>> Tinsel Silvera
>> Spoke n' Cog, Owner - Second Life & Open Sim
>> Virtual World Travels - http://www.tinselsilvera.com
>> Spoke n' Cog Marketplace -
>> https://marketplace.secondlife.com/stores/31?id=31
>>
>> ----- Original Message -----
>> From: opensim-dev-request at lists.berlios.de
>> To: opensim-dev at lists.berlios.de
>> Sent: Wed, 02 Mar 2011 11:00:05 -0000 (UTC)
>> Subject: Opensim-dev Digest, Vol 43, Issue 1
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>> Today's Topics:
>>
>>   1. Inventory Migration (Andrew Hughes)
>>   2. Re: Inventory Migration (Kevin Cozens)
>>
>>
>> ----------------------------------------------------------------------
>>
>> Message: 1
>> Date: Tue, 1 Mar 2011 18:14:05 -0500
>> From: Andrew Hughes <andrew.hughes at designingdigitally.com>
>> To: opensim-dev at lists.berlios.de
>> Subject: [Opensim-dev] Inventory Migration
>> Message-ID:
>>        <AANLkTikwj+RVA6=aqJO7opua+USTK9_21V4VL0YXRm-i at mail.gmail.com>
>> Content-Type: text/plain; charset="iso-8859-1"
>>
>> Hey Guys,
>>
>> What's your favorite tool for migrating your created material out of SL
>> into
>> Opensim? I have heard of some options but wanted to know what you found to
>> be the most user friendly?
>>
>> Thanks,
>> Andrew
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>> Message: 2
>> Date: Wed, 02 Mar 2011 00:56:38 -0500
>> From: Kevin Cozens <kevin at ve3syb.ca>
>> To: opensim-dev at lists.berlios.de
>> Subject: Re: [Opensim-dev] Inventory Migration
>> Message-ID: <4D6DDC16.1090805 at ve3syb.ca>
>> Content-Type: text/plain; charset=ISO-8859-1; format=flowed
>>
>> Andrew Hughes wrote:
>> > What's your favorite tool for migrating your created material out of SL
>> into
>> > Opensim? I have heard of some options but wanted to know what you found
>> to
>> > be the most user friendly?
>>
>> I have used Stored Inventory (previously called Second Inventory). Not the
>> friendliest of programs in some ways but it has worked. Recently they have
>> tightened up the permission checks performed by the program so you need to
>> be the creator of all prims/objects and the textures they use.
>>
>>
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