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Re: [www-vrml] Re: [x3d-public] ' X3D is still too complicated but ...'



Griff wrote:
> More and more, I come to the conclusion that things that are done in SL
> can be done with vrml/x3d/blaxxun server. In fact individual builders
> have done many of the things ... just no-one has ever put them all
> together. And the blaxxun interface is kind of clunky after all these
years.
>

Yep, Not just the blaxxun server, but any MU server
capable of shared events and persistent storage.
I can't speak about the SL shadow stuff because
I don't know enough about graphics. However, ALOT
of the other stuff can be duplicated using Contact's
proprietory js EAI calls. Instead of using those calls
to talk an html page, they can be used to talk to
the normally black-boxed Inlined files. They are
btw, what makes Abnet, VR4All and the latest
version of VRSpace tick.

One of the biggest absurdities of bxx communities are
the non-playable games that builders put in the malls.
The js EAI calls can be used to make those games
playable by giving the community back pack objects shared events.

Supposedly blaxxun developers already something of that
nature, but it is so buggy it is useless. js EAI calls offer not
only a work-around but actually give more features.
Here are four fully playable Inlined back pack games  I was developing when
I was part of JOI development:
http://mysite.verizon.net/pyth7/House_of_Shared_Backpack_Objects
The house isn't mine of course, its a default house of a blaxxun community
being used as a gallery, but the four games are my work. Just click the
title of a game to get started. Then click one of the colored triangles to
choose a side. The page has been made private btw.

I also have working copies of the games ('cept backgammon) in my Oddessy
backpack.
It is also possible to use whole complete worlds
(including the bindinable Nodes like Background )
as backpack objects. Tired of your virtual house?
just reach into your backpack and drop a whole new
world. Had a fully working demo of that too in Oddessey,
before being told that optimizing someones's overly detailed first Spazz
attempt was to take priority.

> Only thing I've come across that might be difficult is
> transfer/adding/deleting of an animation 'on-the-fly'.

Again, considering the key and keyValue fields of
Interpolaters are exposed, the js EAI calls can
do that as well.

tc
Russ

----- Original Message -----
From: "Peter Griffith" <peter@3dworlds.ca>
To: "Bullard, Claude L (Len)" <len.bullard@intergraph.com>
Cc: <giles@oz.net>; "Kitt Mason" <Kittmason@blueyonder.co.uk>; "Sandy
Ressler" <sressler@nist.gov>; "www-vrml" <www-vrml@web3d.org>; "X3D PUBLIC"
<x3d-public@web3d.org>
Sent: Tuesday, April 25, 2006 5:31 PM
Subject: [www-vrml] Re: [x3d-public] ' X3D is still too complicated but ...'


> Bullard, Claude L (Len) wrote:
> > I would too.  That is how the Blaxxun worlds work.
> > Work offline on an avatar then submit it for
> > validation.  That makes more sense to me.
> >
> > Are they providing library objects as starter
> > kits or use-until?  Is there any way to take
> > the avatar home with you?
>
> The avatar is a simple Poser humanoid figure (P2 model)that has been
> retexture-mapped.
>
> It is available as a wavefront .obj file for download along with the
> texture template. So you can create/texture clothing offline.
>
> I have actually taken the same humanoid figure and created a vrml
> version using thyme's Seamless3d to create mesh animation (requires
> blaxxun/bitmanagement).
>
> In SL, avatar animations can be created offline using Poser, saving the
> animations as bvh files, and uploading these (at a cost). The animations
> from Poser don't always work quite the same in SL, so you can run into
> the tedium again.
>
> Interestingly enough, my vrml version of the P2 humanoid can also be
> animated from bvh files. If you have a blaxxun/bitmanagement contact
> vrml viewer installed
>
> http://www.3dworlds.ca/seamless/basewoman1run.wrl
>
> (I screwed up the elbows while converting/animating her ;-) ... but it
> was my first attempt)
>
> >
> > IOW, is the deal that one pays for the privilege
> > to build for Second Life and they keep the goods
> > when you go?  That would be too much like renting
> > an apartment and buying appliances for it that
> > become the property of the landlord.
>
> You just pay for uploads as you used to be able to join for free. So you
> can build objects for free ... only if you want your own original
> textures/animations (not the freebie kits) do you pay.
>
> When you build or script whatever, an owner is set for the item. And you
> can then sell it. Ownership limits/denies transfer, altering, copying etc
>
> For the average person gives them control over content they create.
> However, does SL have ways around that ownership? Probably.
>
> More and more, I come to the conclusion that things that are done in SL
> can be done with vrml/x3d/blaxxun server. In fact individual builders
> have done many of the things ... just no-one has ever put them all
> together. And the blaxxun interface is kind of clunky after all these
years.
>
> Only thing I've come across that might be difficult is
> transfer/adding/deleting of an animation 'on-the-fly'. Which gets back
> to badgirl's insisting on lots of 'clica'. The ubiquitous animation
> balls in SL are the clica ;-)
>
> Peter 'griff' Griffith :)
>
> >
> > len
> >
> >
> > From: Peter Griffith [mailto:peter@3dworlds.ca]
> >
> > I have tried it in SL .... personally I do not like it. I find it is a
> > pain to use .
> >
> > Simple example:
> >
> > If you want to apply a texture (you have made) to something you have
> > built (as opposed to an avatar) then upload the texture (at a cost)
> > apply it. If not quite right, then try to change it offline and
> > re-upload (and repay). Repeat until happy. Tedious.
> >
> > Much prefer building offline, testing then uploading once when happy.
> >
> > Peter 'griff the hat' Griffith ;-)
> >
> >
> >
>
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