Difference between revisions of "Content Creation"

From Sirikata Wiki
Jump to navigation Jump to search
(There were 2 pages named Content Creation so I consolidated them)
Line 1: Line 1:
= Handling Sirikata content =
+
This page introduces the 3D production pipeline of Sirikata.  The various pages below will teach you how to prepare and import your 3D assets so that they may be viewed correctly in the engine. Please note creating  Sirikata content is currently challenging task that requires at least an intermediate knowledge of such programs as Photoshop and 3D Studio Max 9. You should feel comfortable using the interfaces within these programs, including such activities as installing plugins, importing/exporting files, etc. In time we plan Sirikata to have a selection of content creation tools for casual users but for now this is how it works. 
  
* The [[3D Content Creation]] describes our evolving intructions for bringing content into Sirikata
+
Here are the steps you should be familiar with:
* [[Control Guide]] has the latest info on navigation and manipulation of the system
 
  
== Misc coming sections in this wiki ==
+
*[[Basic Requirements]] lists the programs and plugins to produce content for Sirikata
* Training videos
+
*[[Installing the NVidia, COLLADA, and Ogre Plugins]] allows us for now to ensure that there is a standard way of creating content for Sirikata
* documentation
+
*[[Project Setup]]
* current projects
+
*[[Modeling in Maya]]
* future projects/research
+
*[[Modeling in 3ds Max]]
 +
*[[Texture Creation Using Photoshop]]
 +
*[[Material Preparation in 3ds Max 9]]
 +
*[[Installing and Running Sirikata on Windows]]
 +
*[[Working with CSV Scene files]]
 +
*[[Importing into Sirikata]]
  
== Other features ==
+
Questions for any of the above? Try asking on the [http://groups.google.com/group/sirikata-art-list art list]
* Light icon (Attach a sub-object to the Light's SceneNode), don't make it an actual mesh entity, ideally just have a hardcoded [http://sirikata.com/res/LightBulb_02.mesh light mesh].
 
* [http://www.ogre3d.org/wiki/index.php/Raycasting_to_the_polygon_level Ray casting to the polygon level]
 
* [http://www.ogre3d.org/forums/viewtopic.php?f=4&t=50282 DDS without best mipmap]
 
* [http://www.ogre3d.org/wiki/index.php?title=Simple_text 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
 

Revision as of 22:27, 2 August 2009

This page introduces the 3D production pipeline of Sirikata. The various pages below will teach you how to prepare and import your 3D assets so that they may be viewed correctly in the engine. Please note creating Sirikata content is currently challenging task that requires at least an intermediate knowledge of such programs as Photoshop and 3D Studio Max 9. You should feel comfortable using the interfaces within these programs, including such activities as installing plugins, importing/exporting files, etc. In time we plan Sirikata to have a selection of content creation tools for casual users but for now this is how it works.

Here are the steps you should be familiar with:

Questions for any of the above? Try asking on the art list