https://aiaustin.wordpress.com contains a backup of Austin Tate’s Blog for posts up to 30th September 2018 created via a WordPress Blog “All Content” export from http://blog.inf.ed.ac.uk/atate/.
The original WordPress theme used is Twenty Ten which has a main content width of 640 pixels. Twenty Ten may not be supported on wordpress.com in future. Twenty Sixteen is a similar theme but has a narrower main blog post text area. So a lot of the images may not lay out side-by-side where they were intended to.
All current posts are at http://blog.inf.ed.ac.uk/atate
Posted in Information
Robert Adams (Misterblue) has created the “Convoar” tool to convert OpenSim OAR files into glTF (GL Transmission Format). The following blog post goes into more detail.
Robert explained to me that Convoar grew out of his personal project on virtual world scene simplification that he felt is needed for viewing OpenSimulator content in web browsers. Convoar is a stopping point on the way. He chose GLTF format because it is being used by Cesium and other web viewer projects. Today, the 3dWebWorldz project is using these OAR conversions to import into their web browser virtual worlds since there is a loader bundled with ThreeJS. There are also importers for most of the 3D editing tools.
Example converted regions (including our own OpenVCE OAR) are listed and available at
That OARs page includes links to view the 3D content via the “Simple Basil” viewer intended to act as a web viewer for virtual world content including from OpenSimulator.
glTF (GL Transmission Format) and GLB (GL Transmission Format Binary)
There are 3D modeller importers, exporters and converters for various 3D Model formats such as Autodesk FBX and Collada (.DAE) available.
The Khronos Group has provided a Blender add-on which enables glTF import and export via https://github.com/KhronosGroup/glTF-Blender-Exporter.
The Khronos Group have also created a Unity import and export tool available via https://github.com/KhronosGroup/UnityGLTF along with an included ready to open Unity project called “UnityGLTF” (not working on a test in Unity 2018.3.0b2).
IO-glTF is an open-source FBX importer/exporter plug-in that converts FBX file (and any file format that FBX can read such as obj, collada, …) to glTF. This plug-in can be used by any FBX based application to import/export glTF files. It needs to be installed in the Blender scripts/add-ons/ directory and then enabled under the Files -> User Preferences -> Addons tab.
There are also a range of online converters, such as:
A “glTF Binary” file is a .GLB file such as used in Oculus Home 3D model content. Facebook/Oculus provide a precompiled FSX to glTF converter at https://github.com/facebookincubator/FBX2glTF/releases and there is a glTF to Binary glTF packer via https://glb-packer.glitch.me/
See instructions at https://support.oculus.com/1702745539746285/#Importing and more detail at https://developers.facebook.com/docs/sharing/3d-posts/glb-tutorials
Elf Clan is one of the oldest and largest virtual world fantasy role play groups. It has held lands in Second Life and various OpenSim grids. Its most recent home is on OSGrid but with affiliated Elf-themed regions on any other Hypergrid connected OpenSim grid as described in this blog post.
More information about Elf Clan and its activities is available on http://elfclan.spruz.com
Elf Clan on OSgrid is on the ElfClan region (note no space), with hypergrid address hop://login.osgrid.org:80/ElfClan or use hg.osgrid.org:80:ElfClan in the viewer map. (In October 2018 the region was named ElfClan-Sandbox).
To Join Elf Clan, search for the ELF CLAN group on OSGrid or the various Affiliate Grids (e.g. Kitely, DigiWorldz, etc.), and JOIN. It’s open-join on all affiliate grids. You can join on multiple grids if you wish.
ElfClan on OSGrid
Elvenworld on OSGrid – Affiliated to Elf Clan
Ai Avatar with Orcrist
A load test of the High Fidelity virtual world platform took place on 7th September 2018 and at least 356 avatars were in world in the same location at peak. A lot of different tests and exercises were run, including a trivia game. The performance was very good with only a couple of losses of the sound and one or two scene drop outs when logged on from Edinburgh Scotland.
This page acts as a resource for the Blender Durian Open Source Movie Sintel Project and its Sintel character 3D models and avatars.
Blender Sintel Avatar Model
The Open Source Blender Project “Sintel” avatar has been used in a number of open source projects and a version is available to use as an avatar or character in environments such as Unity.
http://u3d.at.ua/load/modeli/ljudi_personazhi/sintel_character_for_unity/14-1-0-2929 by SaNEк [local copy]
It can be use to replace the Ethan visual model as described above. Just delete the Ethan visual model elements (EthanBody, EthanGlasses and EthanSkeleton) and insert the Sintel model instead. Then select the original Ethan “ThirdPersonController” and in the Unity Inspector change the Animator -> Avatar to the “SintelAvatar” you have included.
Posted in 3D
Kässbohrer Pisten Bully Models imported via Unity3D and into a range of environments…
Original Models via 3DWarehouse.sketchup.com
Pisten Bully 100 via 3dwarehouse.sketchup.com by Tomme123456789
Pisten Bully 300 via 3dwarehouse.sketchup.com by Digital Impressions
Fallingwater in southwestern Pennsylvania is a vacation home designed in 1935 by architect Frank Lloyd Wright and often thought to be one of the finest buildings of the 20th Century.
A lovely 3D openly accessible and modifiable model of the house and environment was created by Myles Zhang on Sketchfab.com [ Download Resources ] using 3D model source files originally by nottamun on 3dwarehouse.sketchup.com.
Fallingwater in Unity3D
I extracted the Collada (DAE) model of Fallingwater with its associated textures and imported those to Unity3D adding in some surrounding terrain. The trees and bushes were mostly replaced using Unity3D free assets and waterfall details were added and animated. Building and ground lighting was added, along with a day/night cycle. Doorways are not animated, so some of these were made into phantom (non-colliding) objects so an avatar can walk through them. Some pathways, corridors, doors and stairs in the house are not accurately modelled and can cause an avatar to get stuck, so some invisible barriers were put in place to help prevent this.
Fallingwater in Sinespace
The build was then loaded in the multi-user virtual world Sinespace… it can be visited by searching for “Fallingwater” in the “Explore” panel in the Sinespace viewer.
Fallingwater in Sinespace via a Browser/WebGL
A WebGL version may work for some via this link… http://sine.space/locations/fallingwater
These diagrams are included with the Fallingwater model by Myles Zhand and nottamun…