From SketchUp to Second Life 84
writes "Roo Reynolds of Eightbar (an external blog written by some IBMers) has put together a tool to export Google SketchUp models and import them into Second Life. It only seems to work for fairly basic objects, and cylinders and non-rectangular surfaces 'are particularly badly hit.' Along with the Prim.Blender project, this sort of tool looks like it could make building in Second Life considerably easier, allowing people to choose their preferred tool rather than be constrained to the in-world editor."
The in-game editor isn't easy? (Score:3, Insightful)
Re:The in-game editor isn't easy? (Score:3, Insightful)
What point is there importing it into Second Life? My guess is that this is aimed at people that are creating assets specifically for use IN second life. These aren't people who are creating stuff and then go looking for a venue to publish it. They know their venue and they are looking for better tools to address it. Really it's like asking what's the point of using World of Warcraft's character generator to make a character specifically for WoW. Why not create a OPEN character generator instead?
Second Life -- needs to escape its roots (Score:3, Insightful)
I tried Second Life for a bit recently, they have a Linux version and I have a new graphics card. So I'd figure I'd give it a go. Its really quite nice, some of the graphics are amazing, and I had great fun playing with the various in world scripts. It is however constraint in its usefullness at the moment.
My nags at the moment:This feels a bit like the really popular early BBS services -- they are on to something here though. Instead of chatting in yellow text on a black background at 3am, you could be sitting on a virtual campfire with your chat friends next to a beach, instead of typing smilies, you set of fireworks. If this escapes into the real world, it could possibly be a similar step as from the BBS communities to the Internet
Standards in 3d modelling? (Score:3, Insightful)