[Opensim-users] Opensim-users Digest, Vol 36, Issue 7

simon at princeberk.com simon at princeberk.com
Mon Mar 27 13:18:39 UTC 2017


@Douglas Maxwell
 
what is the current eta on the web browser client ?
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Today's Topics:

 1. Re: [Non-DoD Source] Re: Native FBX Support (Marcus Llewellyn)
 2. Re: Many error reports in the console (Isis Ophelia)


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Message: 1
Date: Mon, 20 Mar 2017 13:53:47 -0500
From: Marcus Llewellyn <marcus.llewellyn at gmail.com>
To: opensim-users at opensimulator.org
Subject: Re: [Opensim-users] [Non-DoD Source] Re: Native FBX Support
Message-ID:
 <CAAhTXbr2eY-BEN4AEmtkSnSvCCroZBBx51JeZJ1+yG7rZF9zaQ at mail.gmail.com>
Content-Type: text/plain; charset="utf-8"

Just as a note, Blender's FBX implementation does not rely on the official
SDK. It is an independent implementation written in Python, as the SDK's
EULA was considered problematic with the GPL license. After many years of
work, it performs quite well, but isn't perfect.

On Mar 20, 2017 1:07 PM, "Maxwell, Douglas CIV USARMY RDECOM ARL (US)" <
douglas.maxwell3.civ at mail.mil> wrote:

> @Cinder - each successive training scenario we develop using the Open
> Simulator platform tries to improve over the previous scenarios. It would
> be helpful to be able to upload our work into MOSES/Halcyon directly from
> Maya or 3DSMax without the intermediary step of converting to Collada.
>
> You are right about the license; Need to be careful. I took a quick look
> and the fbx files can be treated like a black box. We don't need to know
> the specifics of what's in the files to be able to extract the vertices,
> vertex indices, normals, UV coords, materials and animations using the FBX
> SDK. (This is good news.) It may explain how Blender is able to work with
> FBX successfully.
>
>
>
> Douglas Maxwell, Ph.D.
> Science and Technology Manager
> Virtual World Strategic Applications
> U.S. Army Research Lab
> Human Research & Engineering Directorate
> (c) (407) 242-0209 <%28407%29%20242-0209>
> ------------------------------
> *From:* owner-moses-list at lists.mitre.org [owner-moses-list at lists.mitre.org]
> on behalf of Cinder Roxley [cinder at alchemyviewer.org]
> *Sent:* Monday, March 20, 2017 12:24 PM
> *To:* Maxwell, Douglas CIV USARMY RDECOM ARL (US);
> opensim-users at opensimulator.org
> *Cc:* moses-list at lists.mitre.org
> *Subject:* [Non-DoD Source] Re: Native FBX Support
>
> All active links contained in this email were disabled. Please verify the
> identity of the sender, and confirm the authenticity of all links contained
> within the message prior to copying and pasting the address to a Web
> browser.
>
> ------------------------------
>
>
> I guess it depends on what you mean by native. On the server side,
> everything is stored as raw vertices. I haven?t heard of anybody replacing
> that, plus FBX restrictive?s license may jeopardize the BSD license in
> OpenSim.
>
> On the viewer front, I have work in progress FBX exporter/importer for
> Alchemy Viewer. I just haven?t had the time to finish it. As an Autodesk
> user, I find it much more convenient to use FBX as converting FBX to a
> COLLADA that the vanilla importer doesn?t choke on can be time consuming.
>
> --
> Cinder Roxley
> Sent with Airmail
>
> On March 20, 2017 at 10:19:48 AM, Maxwell, Douglas CIV USARMY RDECOM ARL
> (US) (douglas.maxwell3.civ at mail.mil < Caution-mailto:douglas.
> maxwell3.civ at mail.mil > ) wrote:
>
> Two questions:
>
> 1) Has anyone worked on native FBX support for open sim?
> 2) Would the content creators find it useful?
>
> Douglas Maxwell, Ph.D.
> Science and Technology Manager
> Virtual World Strategic Applications
> U.S. Army Research Lab
> Human Research & Engineering Directorate
> (c) (407) 242-0209
>
>
>
> _______________________________________________
> Opensim-users mailing list
> Opensim-users at opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
>
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Message: 2
Date: Mon, 20 Mar 2017 21:31:39 +0100
From: Isis Ophelia <isisophelia at gmail.com>
To: opensim-users at opensimulator.org
Subject: Re: [Opensim-users] Many error reports in the console
Message-ID:
 <CAN5TJuSsvGWyz35=pVHv-G8BWv_ZyaxkoLjwNij5TysusHLp0A at mail.gmail.com>
Content-Type: text/plain; charset="utf-8"

Closing this issue, but not before I pass some information.

Hours of testing later, with the help of Leighton Majoran (thanks so much
Leighton), we know this

a) the oar loads fine including the mesh vulcano + cave in version 0.8.2.1
b) the oar does not load the mesh vulcano in version 0.9r (the reason is
beyond my knowledge)

Last note. Now that I know what the red lines mean (thanks Melanie Tielker
f?r answering) I think the mesh pieces travelled to my grid with missing
assets, either not transfered thorugh the hypergrid, or had before missing
assets. And nothing I should worry in the future as I assume I will be
often getting HG items with broken assets.



On Mon, Mar 20, 2017 at 3:22 PM, Isis Ophelia <isisophelia at gmail.com> wrote:

> Thank you Melanie. The meshes are pieces that I have picked up in
> different HG grids.
>
> I have packed this oar to share with the Metaverse. 20% are prims, 30% are
> sculpts and 50% are mesh objects. Who loaded the oar received and sees fine
> 99% of the whole items. Except a mesh vulcano with cave and the rocks
> entrance, which my system appears to have skipped in the oar. I say
> "appears" because when I load the oar into my other Diva Standalone (same
> PC), this vulcano is there.
>
> You say, that the assets are broken. Can I fix those broken assets and if
> yes, how please?
>
> On Mon, Mar 20, 2017 at 2:52 PM, Melanie Thielker <melanie at t-data.com>
> wrote:
>
>> Hi,
>>
>> On 20/03/2017 13:39, Isis Ophelia wrote:
>> > 2017-03-20 14:18:00,903 INFO - OpenSim.Application [OPENSIM MAIN]:
>> System Locale is de-DE
>> OpenSim has sometimes had problems when this is not en-US.
>>
>> Also, you have a large number of actually broken meshes. You may see
>> them correctly, or they may be collision (physics) meshes, but
>> they're broken, and broken on an asset level.
>>
>> Mesh assets, due to their size, are always gzipped. The gunzip
>> already fails, which indicates that the actual asset has been
>> damaged. The number of messages is so high because the Warp3D
>> maptile generator will look at every mesh to determine how to render
>> it. During that phase, most of the errors are printed.
>>
>> - Melanie
>>
>> _______________________________________________
>> Opensim-users mailing list
>> Opensim-users at opensimulator.org
>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
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>
>
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