Well, I'm mistaken. Kerkythea is not open source. I could have sworn it was at one time.
I just thought I'd add that Kerkythea (an open source rendering system) has a Blender, (among others) exporter that transforms 3D models into XML. And http://www.nicetuna.com/kt2obj has a java script that converts the Kerky XML to an OBJ file. I think it is an XML specific only for Kerkythea, but it might at lease provide an examples to work with.
On Wed, Feb 27, 2013 at 5:03 AM, <firstname.lastname@example.org> wrote:
Hi, Kilo, eveyone,
Quite out of the subject ... anyway :
Just to make things clear for everyone (I know you know, Kilo :-),
Python is not a simple scripting language comparable to the Linux shell ones,
or to Perl, or to tcl ... it's actually a REAL full-fledged
object oriented programming language suitable for building
complex applications of any type, following the software industry standard
rules for developing sofware in a professional way.
(let's avoid the debate about static vs dynamic typing ... not the point)
Of course, as other "interpreted" languages like C# or Java or Ruby ...
it's not as fast as native (compiled) binaries (~3 to 5 less fast),
and thus, some very few parts of python applications sometimes need
to be developped with compiled languages,
and wrapped to the rest of the (python-code) app,
while the all rest of the app. does not need 1 millisecond reactivity.
Just my 2 pence.
----- Mail original -----
> De: "kilo aka Gabor Kmetyko" <email@example.com>
> À: "SD DEV" <firstname.lastname@example.org>
> Envoyé: Mercredi 27 Février 2013 11:35:01
> Objet: Re: [Speed-dreams-devel] New 3D editing blender Plugin and new 3D filetype.
> nice plans.
> Just one small note regarding a Python script in Blender:
> just look at the sheer size of trackgen code... not sure if it is
> to change that to a script.
> On 25 February 2013 21:33, <email@example.com> wrote:
> > Hi Gaëtan,
> > some years a go i wrote this XD3/ VRML Exporter:
> > http://www.bitmanagement.com/developer/contact/sdk-prev/doc/tools/blenderexporter/index.html
> > And of course it didn't support any Blender feature. But that can
> > as
> > you see be
> > documented what is supported and what not.
> > I do not know how the XML Files will be generated but an workflow
> > could be:
> > 1: Open the XML file in Blenders text editor
> > 2: Add to the text editor menu an command/ script
> > (
> > http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Text_Editor/
> > )
> > "Generate track" that creates the track in the 3d View with
> > mapping coords and
> > a standard material
> > We have and to take care here about various types: road, road
> > left/right, off road, barriers
> > 3: Artist can now set the textures of the track and create an
> > environment.
> > For this phase we will offer a blend-file taht is material
> > library that
> > can be appended into Blender. So people will have it easy to
> > setup
> > the right
> > material for road, grass, trees, water, metal ...
> > 4: The exporter should support defined material props and
> > multitexturing. Later may
> > various materials (that call shader inside the game by its
> > name)
> > abd may various
> > texture options
> > 5: Export is OSG and just save the XML from the editor.
> > Just a first vision, take a look at the documentation of the VRML/
> > X3D
> > exporter and you
> > get some ideas what could work and what not. We could wrote a
> > checkup
> > script too so know
> > that may some properties are not supported.
> > Cheers
> > Eckhard.
> > Zitat von Gaëtan André <firstname.lastname@example.org>:
> >> Hi Eckhard, all,
> >> Since we met I have been looking around in Blender to see what we
> >> could
> >> achieve for this famous graphist simple toolchain.
> >> The answer is almost everything !
> >> This is also the problem, we will have to find a way to restrain
> >> graphists
> >> so that they only do things that will be used by the exporter. For
> >> example
> >> is they modify a material's color-band in Blender to have a
> >> wonderful car
> >> glossy shading, well it will not be exported because we don't
> >> support
> >> color-band ...
> >> To cope with that my idea is to add SD specific panels in Blender
> >> that will
> >> allow to modify only SD useful parameters.
> >> Another usefull feature is what we will be able to progamatically
> >> generate
> >> shadow maps, ambient occlusion maps and so on maps: isn't it
> >> marvelous ?
> >> But before all that we need to make some choices.
> >> There are different strategies we can choose to work on 3D
> >> material :
> >> A/ We keep a blend file. If graphist want to improve a track, it
> >> just oopen
> >> the blend file work on it, save it and export the new SD files.
> >> B/ We only keep SD files, so the user will have to import Sd files
> >> in
> >> blender, work on it , and export to Sd files.
> >> It is the same for graphists I guess, but case B will mean to be
> >> more work
> >> (we will need an exporter and an importer for the new SD 3D
> >> filtype)
> >> So that we need :
> >> 1/ Importer for acc files
> >> 2/ Importer for SD files (in the second case)
> >> 3/ Panels in blender to allow graphists to change only what is
> >> needed (of
> >> course mesh editing will be free, reduced possibilities are for
> >> materials
> >> and textures).
> >> 4/ Automatic map generator (shadow, ambient occlusion, precomputed
> >> lightning, ...), which will calculate all precomputed needed
> >> textures
> >> 5/ SD file exporters
> >> 3/ 4/ might need specific information to be saved (for later
> >> blender
> >> editing, for example some lights which will not be exported but
> >> needed to
> >> see the result in blender) which will not used by SD. This problem
> >> appears
> >> only in case B.
> >> What do you think of all of that ?
> >> We also need to have a discussion on the new SD 3D filetype. What
> >> do we
> >> need ? What do we choose ?
> >> Gaëtan
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