Posted by
Les Howell on
Feb 26, 2008; 3:37am
URL: https://forum.world.st/Blender-for-Croquet-Other-or-better-options-tp128903p128918.html
Well spoken, Waufreqpi. I believe that one of the drawbacks to
immersive technologies is the interface. An engineer should be able to
spec a part as he would on paper, a sculptor as he would sculpt, and a
3d designer as he would chose as well. It might be good to design an
editing tool inside of Croquet, but that should not relieve the need to
import models, and environments already created using existing tools.
Blender has a large library of people, skills, environments and
environments already on line. It would be a shame not to plumb the
depths of available material. Kind of a recycling of knowledge and
skill that helps us build more powerful tools, and enhance the porting
skills as well.
Regards,
Les H
On Mon, 2008-02-25 at 18:25 -0500,
[hidden email] wrote:
> hello all,
>
> I'm still trying to navigate the world of Croquet:
> I'm a Blender Head and have been for about a year(on and off) so I guess I
> talk from a somewhat priveledged (and selfish) position. Is Blender difficult
> to learn? Yes. But why? and can this be overcome?
> First: I think that the average user does not(I didn't) fully appreciate
> the scale of an animate package or better put: how much goes into making 3d
> content. Regardless of what you use there are very basics that create the
> complexity in authoring tool. Modeling, material and texture
> settings,animatingadding interaction to the object are un-avoidables. these are
> concepts and skills that are application independent. If your learning about
> these concepts (which was my case) in addition to learning an interface or tool
> with which to do something with them then your learning twice as much[twice as
> hard...twice as confusing}.
> As you delve deeper into the process the load thickens. For instance
> modeling deals with manipulation of meshes:(booleans or just joining, rotation,
> scale, duplication, selection [edge, vertices, face] etc.) Materials:
> (unwrapping, material indices, dealing with shaders ) Textures: ( procedural,
> animation, applying multiple textures) Animating: (Bones, armatures, parenting,
> vertex groups, constraints).
> Aain I'll restate that this is not a Blender thing it's a learning about the
> 3D creation process thing. if your a programer and your suddenly overwhelmed by
> how much time your investing learning how to create content for 3d environments
> then you feel the same when I did when I decided to move from painting to
> learning to create digital content;from creating digital content to 3D content;
> from creating 3d content to placing in an evironment in which others can
> interact with it(which is where I am now). in essence about moving from a
> place where your mind is fluid to one where the are obstacles between concept
> and object.
> Croquet is a beautiful thing and since it is still the relatively early
> development stages some realities have to be faced. the creation of rich
> emersive environments is conmposed of separate entities,two of which are
> programmers and designers. As a 3d designer I want to spend as little time as
> possible hacking into Croquet and as much time as possible making things to
> place inside it...things my imagination needs a place for.(he alternative is to
> have electricians fixing your roof.)
> Regardless of which package is chosen,the key is that in its selection you
> should not limit the power of designers. Croquet worlds will be very dismal
> environments if its design tool is catered to minds whose enjoyment is writing
> code (though some coders would obviously be capable of beautiful content and
> vice verse). further, I believe time will show that some of the things that
> Blender can do now will not be outside the bounds of 3d world creation. in fact
> what I find particularly appealing and promising about Croquet is that its
> design places processing on each individuals machine a limitation of Blenders
> game engine for immersive content creation.
> Blender is -the- open source alternative to otherwise expensive authoring
> tools. It has a very large, active user community and a developement team that
> is in a constant effort to add features and make improvements to the existing
> package. Meaning that by adopting it the Croquet community will attract members
> of the Blender community (e.g. attract designers). To develope a Croquet based
> creation package exclusively will stunt the growth of the community both in
> numbers and infusion of ideas. The idea part is the big issue because its not
> only the potential content that goes but its the features that Blender coders
> haven't invented yet that go too (remeber Blender isn't going anywhere).
> As far as learning the interface and basic modeling technique I would
> suggest a Croquet based Blender tutorial series housed in proximity to Croquet
> proper ducumentation. that way people can enter into the Blender Croquet
> relationship with knowledge of what to disregard when using Blender for Croquet
> specifically. I'm frankly still unclear about the import process (me not much
> of a programmer) for use with the skeletal animation package. any words on this
> would be greatly appreciated. I should also mention that I'm in the process of
> creating video tutorials to compliment the DMU tutorial "holy trinity" series
> I've been following(posted most likely by the end of next weekend.) Blender
> specific.
> But really, I've OGRE exported xml files sitting on my desktop just
> waiting to be imported into Croquet...help help help :=
>
> I'm a bit of a dreamer and I think we are all inspired at least in part by
> notions of a holodeck. I would hate to spoil the imagination of the future by
> the limitations of now.
> ciao, waufrepi