Difference between revisions of "Content Creation"

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m (→‎General information:: fixed COLLADA link)
m (Just edited a bit of layout)
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= General information: =
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= Handling Sirikata content =
  
The evolving content production pipeline into Sirikata is provided below. Links are provided for the NVIDIA plug-in for Photoshop to convert all texture maps into the .dds format. The second link is for our custom Ogre exporter for 3ds Max 9 32 bit. This exporter will preserve custom materials built in Max when importing into Sirikata. This includes multiple UV sets, blended materials using alphas, glow maps, etc. The third link is for COLLADA. Currently most of our art team works in Maya for modeling and UV mapping, then uses COLLADA to import into 3ds Max. From there we apply the texture maps, adjust the materials, and export. The last step is to drag and drop the folder with the Ogre .mesh and related export files into Sirikata.
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== Import Pipeline ==
  
* [http://developer.nvidia.com/object/photoshop_dds_plugins.html NVIDIA dds plug-in]
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The evolving content production pipeline into Sirikata is provided below.
* [http://www.sirikata.com/res/dev_preview/SirikataSceneExporter.zip Download Ogre Exporter for 3ds Max]
 
* [https://collada.org/mediawiki/index.php/Main_Page COLLADA]
 
  
== Other sections ==
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* [http://developer.nvidia.com/object/photoshop_dds_plugins.html NVIDIA dds plug-in] is for Photoshop to convert all texture maps into the .dds format.
* Training videos
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* [https://collada.org/mediawiki/index.php/Main_Page COLLADA] - Currently most of our art team works in Maya for modeling and UV mapping, then uses COLLADA to import into 3ds Max. From there we apply the texture maps, adjust the materials, and export.
* documentation
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* [http://www.sirikata.com/res/dev_preview/SirikataSceneExporter.zip Ogre Exporter for 3ds Max 32 bit] is custom built for the Sirikata system.
* current projects
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* future projects/research
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The final step is to drag and drop the folder with the Ogre .mesh and related export files into Sirikata.
  
= Camera/object controls =
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== Camera/object controls ==
 
* Camera zoom -/+
 
* Camera zoom -/+
 
* Avatar controls wait for when we have an avatar
 
* Avatar controls wait for when we have an avatar
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* B = Create Light (Done, Buggy--doesn't update white selection box. If you hit this, only the light is selected, nothing else)
 
* B = Create Light (Done, Buggy--doesn't update white selection box. If you hit this, only the light is selected, nothing else)
 
* Right click drag = pan? Hold back button = rotate??
 
* Right click drag = pan? Hold back button = rotate??
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== Misc coming sections in this wiki ==
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* Training videos
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* documentation
 +
* current projects
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* future projects/research
  
 
== Other features ==
 
== Other features ==

Revision as of 15:48, 24 June 2009

Handling Sirikata content

Import Pipeline

The evolving content production pipeline into Sirikata is provided below.

  • NVIDIA dds plug-in is for Photoshop to convert all texture maps into the .dds format.
  • COLLADA - Currently most of our art team works in Maya for modeling and UV mapping, then uses COLLADA to import into 3ds Max. From there we apply the texture maps, adjust the materials, and export.
  • Ogre Exporter for 3ds Max 32 bit is custom built for the Sirikata system.

The final step is to drag and drop the folder with the Ogre .mesh and related export files into Sirikata.

Camera/object controls

  • Camera zoom -/+
  • Avatar controls wait for when we have an avatar
  • Support chatting once we have networking?
  • G = group/ Alt-G = ungroup (Done)
  • Enter/Escape = enter or exit group (Done, selection is still quirky)
  • Z = center and fly to object (Not Done)
  • L = list (Not Done)
  • Left click drag controls:
    • W = move (Done)
    • E = rotate (Not easy to control, make rotation relative to the starting orientation, not to the last frame)
    • R = scale (Done)
    • T = (for now) click and drag to rotate scene, because the mac has broken right mouse button
  • O = object Properties (Not Done)
  • Alt-Click = Deselect just this object (Not Done, does toggle for now)
  • Ctrl-V / D = Duplicate (Done)
  • B = Create Light (Done, Buggy--doesn't update white selection box. If you hit this, only the light is selected, nothing else)
  • Right click drag = pan? Hold back button = rotate??

Misc coming sections in this wiki

  • Training videos
  • documentation
  • current projects
  • future projects/research

Other features

  • Light icon (Attach a sub-object to the Light's SceneNode), don't make it an actual mesh entity, ideally just have a hardcoded light mesh.
  • Ray casting to the polygon level
  • DDS without best mipmap
  • Simple text (for status bar, and pie menus)
  • Requires browser:
    • Move/rotate/scale by axis
    • Light properties (O key)
    • Undo/history (ideally like photoshop, not sure what to do if somebody else modifies the objects in the meantime
    • Object List