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- zib_redlektab
- Posts: 240
- Joined: Sat Sep 29, 2007 6:24 am
- MOULa KI#: 0
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- Posts: 61
- Joined: Fri Nov 16, 2007 9:45 pm
- zib_redlektab
- Posts: 240
- Joined: Sat Sep 29, 2007 6:24 am
- MOULa KI#: 0
- Location: Avoiding Direct Sunlight
- Contact:
i think we should reach out to the german reallife community, because they are a large part of uru. i dont speak german, but if someone who does could talk to them... :huh:
Lurker extraordinaire!
http://www.zibland.com
http://www.zibland.com
- J'anim Paedet
- Posts: 145
- Joined: Fri Nov 16, 2007 9:45 pm
Yes I am french, but honnestly I'm not very much part of the french community. I was at some point, but not so much these days. However I do remember a couple people who could very well be interested in the project. I'll try to see what I can do.
Nice to see you back J'anim, I hope you had a great time in Japan.
Nice to see you back J'anim, I hope you had a great time in Japan.

- J'anim Paedet
- Posts: 145
- Joined: Fri Nov 16, 2007 9:45 pm
The problem is that the shells aren't readily available. They are part of a large Blender scene (the whole Age) and have to be extracted and prepared on-demand. Not only do I have to extract the actual objects but I also have to make some adjustements that I can't do on all the shells at once (like assigning objects to pages, renaming objects etc). So I don't have a directory with all 150 blend files ready to be uploaded. I extract them in the order they have been registered here, upload them on a server, and send the link by PM to the owner.
I agree this is not the fastest way to do it, but right now due to the very large size of the Age it's the only way it can be done. Extracting all the 150 shells would take me several days.
But as I do now it only takes around 5 minutes to get a shell ready, so it's isn't a very long delay.
In detail here is how the shell extration process goes:
1- I open the blend file and locate the shell(s) I need to extract
2- I select all the needed objects, invert the selection and delete all the uselss objects so I'm only left with the shell I need. (I must also leave the Book with the shell page and the page -2 so the shell can be exported)
3- This is where the fun begins. I have to take all the objects (meshes, footstep regions, lights etc) and rename them one by one to comply with the naming convention, and assign them all to the shell page number.
This last part must be done on a shell-by shell basis unfortunately, since they all have different numbers. But all in all it doesn't take more than 5 minutes per shell.
Quick math: there are 150 shells x 5 minutes of work per shell = 750 / 60 minutes per hour = 12,5 hours of works. Even if I worked 2 hours a day on this it would take me a week.
I agree this is not the fastest way to do it, but right now due to the very large size of the Age it's the only way it can be done. Extracting all the 150 shells would take me several days.

But as I do now it only takes around 5 minutes to get a shell ready, so it's isn't a very long delay.
In detail here is how the shell extration process goes:
1- I open the blend file and locate the shell(s) I need to extract
2- I select all the needed objects, invert the selection and delete all the uselss objects so I'm only left with the shell I need. (I must also leave the Book with the shell page and the page -2 so the shell can be exported)
3- This is where the fun begins. I have to take all the objects (meshes, footstep regions, lights etc) and rename them one by one to comply with the naming convention, and assign them all to the shell page number.
This last part must be done on a shell-by shell basis unfortunately, since they all have different numbers. But all in all it doesn't take more than 5 minutes per shell.
Quick math: there are 150 shells x 5 minutes of work per shell = 750 / 60 minutes per hour = 12,5 hours of works. Even if I worked 2 hours a day on this it would take me a week.
