Re: [osg-users] Step animation
I would say that it is for this purpose, do you have a simple test case to reproduce it ? Be sure to have validate time keyframe, or It's possible that there is a bug :) On Wed, Jul 23, 2014 at 6:27 PM, Robert Gosztyla robert.goszt...@gmail.com wrote: Hi, Me again ;). This time i would like to ask about animations, particular kind of it. I've made animation using channels and Vec3LinearChannel type. It works fine, without any problems, e.g. i've used three Vec3Keyframes to animate sample translation (or rotation), object position is nice calculated between each keyframe and animated. I wanted to create on the same way step animation - so object is moved in keyframe one, then moved at keyframe 2 without any interpolation between and then again moved in keyframe3 without interpolation - so it jumps in keyframes to appropriate positions. There is Vec3StepChannel - but have some problems with it (my object jumps one time and then stops). Is it right type to such kind of animation? If i have such example: keyframe 1 - move object to (0, 0, 0) keyframe 2 - move object to (1, 0, 0) // until here sems to work fine keyframe 3 - want to back to (0, 0, 0) - this doesn't work (tried also (-1, 0, 0) as translation to back to (0,0,0) If Vec3StepChannel is not for this purpose, how can i achieve such animation? Thank you! Cheers, Robert -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=60414#60414 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Tristrip Building Question
Hi, Yeah you can merge all tri strip into one. on wikipedia there is an article about it http://en.wikipedia.org/wiki/Triangle_strip Cedric Pinson osgjs.org - cedricpinson.com - sketchfab.com On Thursday 6 February 2014 at 19:00, Cary, Karl A. wrote: In the beginning our application, Performer was used. During that time, someone customized the obj loader to handle some specific stuff. When we went to OSG, we simply then converted our pfb files in to ive files so as not to lose this customization. I am attempting to get rid of the middle step of going through Performer, but I have run in to a situation where Performer is generating better performing models. The modifications to the obj loader were simply for ordering some groups that needed to not be optimized away. The building of the geometry is all standard Performer. The big issue is that Performer would build everything in to a single tristrip when possible. I don't see where anything inside OSG can allow us to do this without trying to figure it out with a custom optimizer. For a simple example I created a 16 sided cylinder. The performer method resulted in a single tri-strip of 160 tris. The OSG method created 13 tri-strips of varying size. The performer method dr aw s 30% faster. This performance increase scales up with the complexity of our models. Is there some known method to allow for combining all of these tri-strips together? ___ osg-users mailing list osg-users@lists.openscenegraph.org (mailto:osg-users@lists.openscenegraph.org) http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Animate Nathan
Hi , First you need to understand how bone animations works, else you will not be able to manipulate the character. http://en.wikipedia.org/wiki/Skeletal_animation then you can try to touch osgAnimation::Bone it's the node used to control part of the skeleton. Cedric Pinson Provide OpenGL, WebGL services +33 659 598 614 - http://cedricpinson.com - http://osgjs.org - http://sketchfab.com On Jul 5, 2012, at 15:01 , Héctor Martínez wrote: Hi, I am starting to play with animation in OSG. I would like to animate Nathan.osg model. The aim is to have control over the different parts of the body and get, for example, a rotating arm. I don’t know where to start. I have been trying to use DOFTransform, but I can’t convert any of the children to DOFTransform (I am getting NULL casting). I have also tried to create a child DOFTransform node and add the arm as a child but not working either. Could someone give me some hints on where to concentrate? Tutorial, example or just the right classes to do it. Or maybe if it is not possible with that model, some clues about the right models to do that. Thank you in advance. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgexport - release 0.13.0
Hi, I released a new version of the osgexporter. You can find it here https://github.com/cedricpinson/osgexport/raw/master/blender-2.5/build/osgexport-0.13.0.zip Keys features: - supports now blender-2.63 with ngones - export materials and light as user data using the new osgt file format - fix crash on models with armature https://github.com/cedricpinson/osgexport Regards, Cedric Pinson Provide OpenGL, WebGL services +33 659 598 614 - http://cedricpinson.com - http://osgjs.org - http://sketchfab.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] COLLADA animation can't be resaved as .OSG
Hi Chris, Your first assumption is not true, if the loader colllada or another loader use custom UpdateCallback (from the their loader) and those UpdateCallback do not define code to save/load, then if you save it it will skip the custom update callback from the loader. It could why it does not work as you expect. But if you are saving to osgb and it works when you reload it, I would bet that some .osg code is not up to date to save stuff loaded by the collada, It would need more investigation to tell what's happen. I hope it gives you some idea where to look. Cedric Pinson Provide OpenGL, WebGL services +33 659 598 614 - http://cedricpinson.com - http://osgjs.org - http://sketchfab.com On Apr 30, 2012, at 21:43 , Chris Hanson wrote: Hi Cedric. I'm curious, if we are able to load an animated model from a COLLADA .DAE and have it display ok in osganimate, then we SHOULD be able to resave and re-load that via .OSG format and have it still animate, correct? We're seeing it fail to animate, but saving to .osgb seems to work better. Is this how it is supposed to be? Thanks in advance. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osx fail to configure
I get this error while trying to compile osg on osx, any hints ? 2012-04-11 12:24:45.017 defaults[12922:707] The domain/default pair of (/Developer/SDKs/MacOSX10.7.sdk/SDKSettings.plist, CanonicalName) does not exist -- checking for module 'gta' -- package 'gta' not found -- checking for module 'poppler-glib' -- package 'poppler-glib' not found -- checking for module 'librsvg-2.0' -- package 'librsvg-2.0' not found -- checking for module 'gtk+-2.0' -- package 'gtk+-2.0' not found -- checking for module 'gtkglext-x11-1.0' -- package 'gtkglext-x11-1.0' not found -- Could NOT find Qt4 (missing: QT_QMAKE_EXECUTABLE QT_MOC_EXECUTABLE QT_RCC_EXECUTABLE QT_UIC_EXECUTABLE QT_INCLUDE_DIR QT_LIBRARY_DIR QT_QTCORE_LIBRARY) -- Could NOT find Qt3 (missing: QT_QT_LIBRARY QT_INCLUDE_DIR QT_MOC_EXECUTABLE) -- Could NOT find wxWidgets (missing: wxWidgets_FOUND) CMake Warning at src/osgViewer/CMakeLists.txt:71 (IF): given arguments: STREQUAL macosx10.7 OR STREQUAL macosx10.6 OR STREQUAL macosx10.5 Unknown arguments specified CMake Warning at CMakeLists.txt:827 (IF): given arguments: STREQUAL macosx10.7 Unknown arguments specified CMake Error at CMakeLists.txt:832 (ELSEIF): given arguments: STREQUAL macosx10.6 / STREQUAL macosx10.5 Unknown arguments specified -- Configuring incomplete, errors occurred! Cedric Pinson Provide OpenGL, WebGL services +33 659 598 614 - http://cedricpinson.com - http://osgjs.org - http://showwebgl.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osx fail to configure
I did, but still have an error -- The C compiler identification is GNU -- The CXX compiler identification is GNU -- Checking whether C compiler has -isysroot -- Checking whether C compiler has -isysroot - yes -- Checking whether C compiler supports OSX deployment target flag -- Checking whether C compiler supports OSX deployment target flag - yes -- Check for working C compiler: /usr/local/bin/cc -- Check for working C compiler: /usr/local/bin/cc -- works -- Detecting C compiler ABI info -- Detecting C compiler ABI info - done -- Checking whether CXX compiler has -isysroot -- Checking whether CXX compiler has -isysroot - yes -- Checking whether CXX compiler supports OSX deployment target flag -- Checking whether CXX compiler supports OSX deployment target flag - yes -- Check for working CXX compiler: /usr/local/bin/g++ -- Check for working CXX compiler: /usr/local/bin/g++ -- works -- Detecting CXX compiler ABI info -- Detecting CXX compiler ABI info - done -- Looking for include files CMAKE_HAVE_PTHREAD_H -- Looking for include files CMAKE_HAVE_PTHREAD_H - found -- Looking for pthread_create in pthreads -- Looking for pthread_create in pthreads - not found -- Looking for pthread_create in pthread -- Looking for pthread_create in pthread - found -- Found Threads: TRUE 2012-04-11 14:39:15.025 defaults[14664:707] The domain/default pair of (/Developer/SDKs/MacOSX10.7.sdk/SDKSettings.plist, CanonicalName) does not exist -- Found OpenGL: /System/Library/Frameworks/OpenGL.framework -- Looking for XOpenDisplay in /opt/local/lib/libX11.dylib;/opt/local/lib/libXext.dylib -- Looking for XOpenDisplay in /opt/local/lib/libX11.dylib;/opt/local/lib/libXext.dylib - found -- Looking for gethostbyname -- Looking for gethostbyname - found -- Looking for connect -- Looking for connect - found -- Looking for remove -- Looking for remove - found -- Looking for shmat -- Looking for shmat - found -- Looking for IceConnectionNumber in ICE -- Looking for IceConnectionNumber in ICE - found -- Found X11: /opt/local/lib/libX11.dylib -- Found LibXml2: /usr/lib/libxml2.dylib -- checking for module 'gta' -- package 'gta' not found -- Found CURL: /usr/lib/libcurl.dylib -- Found OpenAL: /System/Library/Frameworks/OpenAL.framework -- checking for module 'cairo' -- found cairo, version 1.10.2 -- checking for module 'poppler-glib' -- package 'poppler-glib' not found -- checking for module 'librsvg-2.0' -- package 'librsvg-2.0' not found -- checking for module 'gtk+-2.0' -- package 'gtk+-2.0' not found -- checking for module 'gtkglext-x11-1.0' -- package 'gtkglext-x11-1.0' not found -- Could NOT find Qt4 (missing: QT_QMAKE_EXECUTABLE QT_MOC_EXECUTABLE QT_RCC_EXECUTABLE QT_UIC_EXECUTABLE QT_INCLUDE_DIR QT_LIBRARY_DIR QT_QTCORE_LIBRARY) -- Could NOT find Qt3 (missing: QT_QT_LIBRARY QT_INCLUDE_DIR QT_MOC_EXECUTABLE) -- Could NOT find wxWidgets (missing: wxWidgets_FOUND) -- Performing Test _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS -- Performing Test _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS - Success -- Performing Test _OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS -- Performing Test _OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS - Failed -- Performing Test _OPENTHREADS_ATOMIC_USE_SUN -- Performing Test _OPENTHREADS_ATOMIC_USE_SUN - Failed -- Performing Test _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED -- Performing Test _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED - Failed -- Performing Test _OPENTHREADS_ATOMIC_USE_BSD_ATOMIC -- Performing Test _OPENTHREADS_ATOMIC_USE_BSD_ATOMIC - Success -- Looking for pthread_yield -- Looking for pthread_yield - not found -- Looking for sched_yield -- Looking for sched_yield - found -- Looking for pthread_setconcurrency -- Looking for pthread_setconcurrency - found -- Looking for pthread_getconcurrency -- Looking for pthread_getconcurrency - found -- Looking for pthread_setaffinity_np -- Looking for pthread_setaffinity_np - not found -- Performing Test HAVE_THREE_PARAM_SCHED_SETAFFINITY -- Performing Test HAVE_THREE_PARAM_SCHED_SETAFFINITY - Failed -- Performing Test HAVE_TWO_PARAM_SCHED_SETAFFINITY -- Performing Test HAVE_TWO_PARAM_SCHED_SETAFFINITY - Failed CMake Warning at src/osgViewer/CMakeLists.txt:71 (IF): given arguments: STREQUAL macosx10.7 OR STREQUAL macosx10.6 OR STREQUAL macosx10.5 Unknown arguments specified -- Looking for gethostbyname in nsl -- Looking for gethostbyname in nsl - not found -- Looking for socket in socket -- Looking for socket in socket - not found CMake Warning at CMakeLists.txt:827 (IF): given arguments: STREQUAL macosx10.7 Unknown arguments specified CMake Error at CMakeLists.txt:832 (ELSEIF): given arguments: STREQUAL macosx10.6 / STREQUAL macosx10.5 Unknown arguments specified -- Configuring incomplete, errors occurred! trigrou@Cedrics-MacBook-Pro:~/dev/osg/build-release # Cedric Pinson Provide OpenGL, WebGL services +33 659 598 614 - http://cedricpinson.com - http://osgjs.org - http://showwebgl.com On Apr 11, 2012, at 12:26
Re: [osg-users] osx fail to configure
Thx for the hints, I modified the CMakeCache.txt file to point on the new location of Xcode Cedric Pinson Provide OpenGL, WebGL services +33 659 598 614 - http://cedricpinson.com - http://osgjs.org - http://showwebgl.com On Apr 11, 2012, at 14:49 , Stefan Radomski wrote: Hi there, I would guess that CMAKE_OSX_SYSROOT is not defined - this might be related to XCode living in /Applications as opposed to /Developer now. If you have the new XCode from the App store and did not compile your own CMake it won't work as the latest CMake release does not yet work with XCode in /Applications [1]. Either compile cmake with the next tag from svn or try one of the nightlies[2]. Best regards Stefan [1] http://public.kitware.com/Bug/view.php?id=12621 [2] http://www.cmake.org/files/dev/ On 11 Apr, 2012, at 2:40 PM, Cedric Pinson wrote: I did, but still have an error -- The C compiler identification is GNU -- The CXX compiler identification is GNU -- Checking whether C compiler has -isysroot -- Checking whether C compiler has -isysroot - yes -- Checking whether C compiler supports OSX deployment target flag -- Checking whether C compiler supports OSX deployment target flag - yes -- Check for working C compiler: /usr/local/bin/cc -- Check for working C compiler: /usr/local/bin/cc -- works -- Detecting C compiler ABI info -- Detecting C compiler ABI info - done -- Checking whether CXX compiler has -isysroot -- Checking whether CXX compiler has -isysroot - yes -- Checking whether CXX compiler supports OSX deployment target flag -- Checking whether CXX compiler supports OSX deployment target flag - yes -- Check for working CXX compiler: /usr/local/bin/g++ -- Check for working CXX compiler: /usr/local/bin/g++ -- works -- Detecting CXX compiler ABI info -- Detecting CXX compiler ABI info - done -- Looking for include files CMAKE_HAVE_PTHREAD_H -- Looking for include files CMAKE_HAVE_PTHREAD_H - found -- Looking for pthread_create in pthreads -- Looking for pthread_create in pthreads - not found -- Looking for pthread_create in pthread -- Looking for pthread_create in pthread - found -- Found Threads: TRUE 2012-04-11 14:39:15.025 defaults[14664:707] The domain/default pair of (/Developer/SDKs/MacOSX10.7.sdk/SDKSettings.plist, CanonicalName) does not exist -- Found OpenGL: /System/Library/Frameworks/OpenGL.framework -- Looking for XOpenDisplay in /opt/local/lib/libX11.dylib;/opt/local/lib/libXext.dylib -- Looking for XOpenDisplay in /opt/local/lib/libX11.dylib;/opt/local/lib/libXext.dylib - found -- Looking for gethostbyname -- Looking for gethostbyname - found -- Looking for connect -- Looking for connect - found -- Looking for remove -- Looking for remove - found -- Looking for shmat -- Looking for shmat - found -- Looking for IceConnectionNumber in ICE -- Looking for IceConnectionNumber in ICE - found -- Found X11: /opt/local/lib/libX11.dylib -- Found LibXml2: /usr/lib/libxml2.dylib -- checking for module 'gta' -- package 'gta' not found -- Found CURL: /usr/lib/libcurl.dylib -- Found OpenAL: /System/Library/Frameworks/OpenAL.framework -- checking for module 'cairo' -- found cairo, version 1.10.2 -- checking for module 'poppler-glib' -- package 'poppler-glib' not found -- checking for module 'librsvg-2.0' -- package 'librsvg-2.0' not found -- checking for module 'gtk+-2.0' -- package 'gtk+-2.0' not found -- checking for module 'gtkglext-x11-1.0' -- package 'gtkglext-x11-1.0' not found -- Could NOT find Qt4 (missing: QT_QMAKE_EXECUTABLE QT_MOC_EXECUTABLE QT_RCC_EXECUTABLE QT_UIC_EXECUTABLE QT_INCLUDE_DIR QT_LIBRARY_DIR QT_QTCORE_LIBRARY) -- Could NOT find Qt3 (missing: QT_QT_LIBRARY QT_INCLUDE_DIR QT_MOC_EXECUTABLE) -- Could NOT find wxWidgets (missing: wxWidgets_FOUND) -- Performing Test _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS -- Performing Test _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS - Success -- Performing Test _OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS -- Performing Test _OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS - Failed -- Performing Test _OPENTHREADS_ATOMIC_USE_SUN -- Performing Test _OPENTHREADS_ATOMIC_USE_SUN - Failed -- Performing Test _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED -- Performing Test _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED - Failed -- Performing Test _OPENTHREADS_ATOMIC_USE_BSD_ATOMIC -- Performing Test _OPENTHREADS_ATOMIC_USE_BSD_ATOMIC - Success -- Looking for pthread_yield -- Looking for pthread_yield - not found -- Looking for sched_yield -- Looking for sched_yield - found -- Looking for pthread_setconcurrency -- Looking for pthread_setconcurrency - found -- Looking for pthread_getconcurrency -- Looking for pthread_getconcurrency - found -- Looking for pthread_setaffinity_np -- Looking for pthread_setaffinity_np - not found -- Performing Test HAVE_THREE_PARAM_SCHED_SETAFFINITY -- Performing Test HAVE_THREE_PARAM_SCHED_SETAFFINITY - Failed -- Performing Test
Re: [osg-users] simplifier tristripifier
Hi, So I guess we should make it optional to build tristrip or not. It's completely insane the performance difference I have. Cedric Pinson Provide OpenGL, WebGL services +33 659 598 614 - http://cedricpinson.com - http://osgjs.org - http://showwebgl.com On Mar 27, 2012, at 09:23 , Sergey Polischuk wrote: Hi Cedric Cant say bout intel\ati as i didnt tested them, but on nvidia drivers with display lists enabled it works great (in worst case about same speed as single draw call with indexed triangle list) Without display lists draw speed is awful though. 27.03.2012, 03:57, Cedric Pinson cedric.pin...@plopbyte.com: Hi Robert and all users, I was wondering if it still makes sense to use the stripifier like in the osgUtils::simplifier, in the end it generates a lot of draw calls and make the geometry slow. To fix this I disabled the stripifier in my osgconv bin when using simplifier. I was curious if it makes sense for some other usage ? in the osgjs I use it but at the end I generate dummy vertexes to make one big strip without that it just drains performance. I mean if everybody feels the same we could start to submit patch to avoid it or as a standalone operation. Any other thoughts about it ? Cedric Pinson Provide OpenGL, WebGL services +33 659 598 614 - http://cedricpinson.com - http://osgjs.org - http://showwebgl.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] simplifier tristripifier
Hi Robert and all users, I was wondering if it still makes sense to use the stripifier like in the osgUtils::simplifier, in the end it generates a lot of draw calls and make the geometry slow. To fix this I disabled the stripifier in my osgconv bin when using simplifier. I was curious if it makes sense for some other usage ? in the osgjs I use it but at the end I generate dummy vertexes to make one big strip without that it just drains performance. I mean if everybody feels the same we could start to submit patch to avoid it or as a standalone operation. Any other thoughts about it ? Cedric Pinson Provide OpenGL, WebGL services +33 659 598 614 - http://cedricpinson.com - http://osgjs.org - http://showwebgl.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport - new version
Hi, That would be nice to report issue on the osgexport project because it's easier for me to see it. https://github.com/cedricpinson/osgexport/issues The other thing that helps is to provide simple example that I could commit in the project, then we can use it as non regression tests. I am able to export the model you talk with blender 2.61 r 42614. Could you report the log file generated ? Cedric Cedric Pinson Provide OpenGL, WebGL services +33 659 598 614 - http://cedricpinson.com - http://osgjs.org - http://showwebgl.com On Mar 2, 2012, at 21:40 , Maia Randria wrote: Hi Cedric, Thank you all for this new version. May I ask you with which Blender version did you use for this version ? I am sorry if I bother you about this problem, but this OSGExporter doesn’t work very well for me (I worked with Blender 2.59.0 r39307 (release version of 2.59) as well as with 2.61.0 r42615, Windows 7-32 bits) and the results are the same. I explain: for the avatar example (in the avatar directory on the osgexporter website), I got an osg model with black rectangles around the eyes, the mouth, etc. at the same place as of the spheres used to put the eyes, mouth. I also created 3D models with Makehuman, and no more success: I tried with naked and dressed characters but both failed. For the dressed character, I just got the skirt and a weird box … Please, may I ask you to have a look at my blend files and see what wrong am I doing ? Thank you very much. Maia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=46001#46001 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgexport - new version
Hi, There is a new version of the openscenegraph exporter for blender. https://github.com/cedricpinson/osgexport/tree/master/blender-2.5/build The multi material bug is fixed and we have the skinning animation support back. Thanks to all contributors https://github.com/cedricpinson/osgexport Cedric Cedric Pinson Provide OpenGL, WebGL services +33 659 598 614 - http://cedricpinson.com - http://osgjs.org - http://showwebgl.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Yeah skinning animation work but the patch is not yet merged. The patch does not allow the exporter to be called from command line. After fixing this it should be merged soon in the trunk. it should be ok next week. Cedric Cedric Pinson Provide OpenGL, WebGL services +33 659 598 614 - http://cedricpinson.com - http://osgjs.org - http://showwebgl.com On Jan 19, 2012, at 01:34 , Maia Randria wrote: Hi Cedric, I found on https://github.com/cedricpinson/osgexport/pull/4 a new commit. Is the animation included now and working ? Maia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44901#44901 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Kinect(OpenNI) / Blender - Character / Animation
Hi, Skinning is not yet supported on the new blender exporter. Regards, Cedric Pinson Provide OpenGL, WebGL services +33 659 598 614 - http://cedricpinson.com - http://osgjs.org - http://showwebgl.com On Jan 9, 2012, at 12:31 PM, Benjamin Gehmlich wrote: Hi, I have a blend-file (test) and want to export this with the animation. But when I choose Export Animation and take a look at the osg-file, there are no keyframe...? http://www.uploadarea.de/upload/hs4chpc7v45puymtwfk7vqzdh.html Thank you! Cheers, Benjamin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44705#44705 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Kinect(OpenNI) / Blender - Character / Animation
Hi, The best would be to improve the osgexporter to support skinning correctly for blender 2.60. The repository is on github, https://github.com/cedricpinson/osgexport Cedric Pinson Provide OpenGL, WebGL services +33 659 598 614 - http://cedricpinson.com - http://osgjs.org - http://showwebgl.com On Jan 2, 2012, at 12:41 PM, Benjamin Gehmlich wrote: Hi at all and a happy new year. I want to animate a character in OSG with the Kinect(OpenNI). My idear was to create an character in Blender(2.59 / 2.6...) with a skeleton. But I am not sure how can I export this. I cant install the osgexporter. In an other topic from me (Problems with setInfluenceMap to RigGeometry) I used a little python script. This writes bonename, pointinex and weight in an txt file. Then I export the mesh as an OBJ-File. But I think this isn't a good way. Have anybody a better idear? Thank you! Cheers, Benjamin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44519#44519 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] showwebgl.com updated - show osg models on the web
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi, I updated http://showwebgl.com . This site let you show 3d models using webgl. Because it's done with osgjs and osg, It can read most of osg formats. Have a try if you are curious Cedric - -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.11 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAk7qnecACgkQs6ZHzVQN0Ihu+QCeJZBH30P48Ftarj6U//zxrKqV pz4An1/lNm4Tzc+M9R2qUqF9gwKDD3sW =UDtO -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraphExport
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi David, Sorry but I dont have experience with this version of the exporter. You should contact the author if you want more informations. The way I did with the example I sent you is: select model name and filename (with the Config of osgconf) then run the export process. So you can loop on a list of models and run an export process for each set. Those two files give you an idea how I exported different models/scene from blender for the game. It's a bit outdated but the process is still true. http://hg.plopbyte.net/pokme/file/94f597f53799/tools/blenderExporter/pokme/pokmescene.py and http://hg.plopbyte.net/pokme/file/94f597f53799/tools/blenderExporter/pokme/room.py Regards, Cedric On 12/14/2011 11:58 AM, David Jardim wrote: Hi Cedric, First of all thank you for your help :) I will try and explore pokme and see if I can find what I need. But maybe I did not explain myself very well. Initially a was using the other OSG exporter which i added to the *C:\Program Files\Blender Foundation\Blender\2.60\scripts\addons* folder. My script is also in this folder. Then from my script I simply added a import statement like this: *import io_export_osg *and then I could call the function to export the meshes to OSG. I want to export each MESH to a single OSG file using your script. So I run through all the objects in the scene and if the type is a MESH i would export them to OSG. If I could import your script into mine maybe I would only need to call the *OpenSceneGraphExport(config) *method? Thank you very much, David 2011/12/13 Cedric Pinson cedric.pin...@plopbyte.com mailto:cedric.pin...@plopbyte.com Hi David, It's not an easy example, but a concret one. pokme was a game and all 3d data came from blender and exported with the osg exporter with customized script. http://hg.plopbyte.net/pokme/file/94f597f53799/tools/blenderExporter you can ignore animtk folder It's easier to setup real example than talking, so if you are trying to build a pipeline from blender, tell me/ show me what you are doing and I will help you. Cheers, Cedric On 12/12/2011 05:05 PM, David Jardim wrote: Hello Cedric, I have successfully installed your OSG exporter in Blender (through a .zip file) but i need your help in something: * How do I import your script into a script of mine? I've tried import osgExport but it does not work * After successfully importing your script into mine, how can i call a function that will export some of the objects of my scene to OSG using your exporter? Thank you very much for your time and you awesome script :) David - -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.11 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAk7oiecACgkQs6ZHzVQN0IhiWACgiGqeT+d49FdJLrGkXiVO+omb UgUAnjrIstKwZM4BeFcrpY982XlXbjdr =BZ0a -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OpenSceneGraphExport
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi David, It's not an easy example, but a concret one. pokme was a game and all 3d data came from blender and exported with the osg exporter with customized script. http://hg.plopbyte.net/pokme/file/94f597f53799/tools/blenderExporter you can ignore animtk folder It's easier to setup real example than talking, so if you are trying to build a pipeline from blender, tell me/ show me what you are doing and I will help you. Cheers, Cedric On 12/12/2011 05:05 PM, David Jardim wrote: Hello Cedric, I have successfully installed your OSG exporter in Blender (through a .zip file) but i need your help in something: * How do I import your script into a script of mine? I've tried import osgExport but it does not work * After successfully importing your script into mine, how can i call a function that will export some of the objects of my scene to OSG using your exporter? Thank you very much for your time and you awesome script :) David - -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.11 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAk7n1uoACgkQs6ZHzVQN0IifdgCZAZ7VIiUOKbnaK/O3gOwQxyi4 l1UAnA7othCuF8GdQn4xHbciy/hJM2Yg =0UcY -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi, you can export animation without armature in blender. It will uses osgAnimation in osg. You can see examples about osgAnimation in the directory examples of osg. Cheers, Cedric On 12/06/2011 09:50 PM, Maia Randria wrote: Hi, Thank you very much. BTW, what kind of animation should be worth to be done with Blender and exported to OSG since with OSG, we can also do animation ? Maia Cedric Pinson wrote: Thank you, I fixed the problem, btw it's not exported correctly because of skeleton. Anyway now it save it without error. Need to update the animation part to export skeleton correctly. If you have other models that produces error, I will be happy to fix it. Cedric On 12/01/2011 04:45 PM, Maia Randria wrote: Hi, I downloaded this model here: http://e2-productions.com/repository/modules/PDdownloads/singlefile.php?cid=1lid=12 (Low Poly Female Model by TiZeta). Thanks, Maia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44164#44164 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org - -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44248#44248 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org - -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.11 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAk7fUoQACgkQs6ZHzVQN0IiftwCcCuhoZnb/qfgKg8sq5tX6sDA2 JOkAoJrV7u75Jnz43gyKES4TrwwiHEQt =cVg7 -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport script can't be enabled
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi, welcome, currently not all animations are supported. You can export 'solid' animation but not skeleton animation. It should work soon. Cedric On 12/03/2011 06:53 PM, Nate Hopkins wrote: Thanks for your patience. I got it working by not unzipping the file. Does your addon support animation? Thanks again, Nate On Fri, Dec 2, 2011 at 6:42 PM, Cedric Pinson cedric.pin...@plopbyte.com mailto:cedric.pin...@plopbyte.com wrote: To install last version of the exporter go in user preference, then 'install addons' with the zip file inside blender-2.5/build/ (https://github.com/cedricpinson/osgexport/blob/master/blender-2.5/build/osgexport-0.9.0.zip) user the zip with 'install addon' install addons works only with zip or single file. In our case it's the zip. Cedric On 12/03/2011 03:39 AM, Nate Hopkins wrote: I first copy the osg folder and osgExport.py to: C:\Users\hopkins\AppData\Roaming\BlenderFoundation\Blender\.blender\scripts Next, I use install addons buttons in preferences, navigate to the path above, select osgExport.py and click install Addon. The addon shows up but I am unable to check the enable box for it. How do you run blender from the command line? Thank you. -Nate On Fri, Dec 2, 2011 at 6:08 PM, Cedric Pinson cedric.pin...@plopbyte.com mailto:cedric.pin...@plopbyte.com mailto:cedric.pin...@plopbyte.com mailto:cedric.pin...@plopbyte.com wrote: Using 'install addons' should install it in the good place. Anyway if you run blender from command line it should write on it what's wrong, can you send the log please ? Cedric On 12/03/2011 02:34 AM, Nate Hopkins wrote: It still dosn't work. The new osgExport.py is identical to the old one. -Nate On Fri, Dec 2, 2011 at 4:19 PM, Cedric Pinson cedric.pin...@plopbyte.com mailto:cedric.pin...@plopbyte.com mailto:cedric.pin...@plopbyte.com mailto:cedric.pin...@plopbyte.com mailto:cedric.pin...@plopbyte.com mailto:cedric.pin...@plopbyte.com mailto:cedric.pin...@plopbyte.com mailto:cedric.pin...@plopbyte.com wrote: Hi, use the zip file inside https://github.com/cedricpinson/osgexport/tree/master/blender-2.5/build/ And install it on blender 2.6 with the function install addons in the user preference. Cedric On 12/02/2011 10:50 PM, Nate Hopkins wrote: Hi Cedric, I cannot enable your osgexport script for blender. The enable box can't be checked. To install, I placed the the contents of the exporter folder (osg folder and osgExport.py) in C:\Users\hopkins\AppData\Roaming\Blender Foundation\Blender\.blender\scripts. I tried Blender 2.60 and 2.59, both 64 bit. I am running Windows 7 64bit. Any help would be appreciated. -Nate - -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.11 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAk7bjK8ACgkQs6ZHzVQN0IgbQgCePLWxbP6CF4YNCnxMrrKTa2Eh yMIAnAqkwY0UubtteQDP+/OQRwaTWiRf =P7O6 -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport script can't be enabled
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi, use the zip file inside https://github.com/cedricpinson/osgexport/tree/master/blender-2.5/build/ And install it on blender 2.6 with the function install addons in the user preference. Cedric On 12/02/2011 10:50 PM, Nate Hopkins wrote: Hi Cedric, I cannot enable your osgexport script for blender. The enable box can't be checked. To install, I placed the the contents of the exporter folder (osg folder and osgExport.py) in C:\Users\hopkins\AppData\Roaming\Blender Foundation\Blender\.blender\scripts. I tried Blender 2.60 and 2.59, both 64 bit. I am running Windows 7 64bit. Any help would be appreciated. -Nate - -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.11 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAk7ZawEACgkQs6ZHzVQN0IgfXACgjN2ysMDCpdlu0o46ulE5LAQt VVEAnjWD3tSwsdgk3UdiUtT9kqVbhdw4 =SNBw -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport script can't be enabled
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Using 'install addons' should install it in the good place. Anyway if you run blender from command line it should write on it what's wrong, can you send the log please ? Cedric On 12/03/2011 02:34 AM, Nate Hopkins wrote: It still dosn't work. The new osgExport.py is identical to the old one. -Nate On Fri, Dec 2, 2011 at 4:19 PM, Cedric Pinson cedric.pin...@plopbyte.com mailto:cedric.pin...@plopbyte.com wrote: Hi, use the zip file inside https://github.com/cedricpinson/osgexport/tree/master/blender-2.5/build/ And install it on blender 2.6 with the function install addons in the user preference. Cedric On 12/02/2011 10:50 PM, Nate Hopkins wrote: Hi Cedric, I cannot enable your osgexport script for blender. The enable box can't be checked. To install, I placed the the contents of the exporter folder (osg folder and osgExport.py) in C:\Users\hopkins\AppData\Roaming\Blender Foundation\Blender\.blender\scripts. I tried Blender 2.60 and 2.59, both 64 bit. I am running Windows 7 64bit. Any help would be appreciated. -Nate - -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.11 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAk7ZhLcACgkQs6ZHzVQN0Ihm9ACgm3mbzLYyFNNGK5oGZa1fKdPE 99YAoI/R/0H1jOgTQrcMN4xq5im3TXXm =0H2l -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport script can't be enabled
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 To install last version of the exporter go in user preference, then 'install addons' with the zip file inside blender-2.5/build/ (https://github.com/cedricpinson/osgexport/blob/master/blender-2.5/build/osgexport-0.9.0.zip) user the zip with 'install addon' install addons works only with zip or single file. In our case it's the zip. Cedric On 12/03/2011 03:39 AM, Nate Hopkins wrote: I first copy the osg folder and osgExport.py to: C:\Users\hopkins\AppData\Roaming\BlenderFoundation\Blender\.blender\scripts Next, I use install addons buttons in preferences, navigate to the path above, select osgExport.py and click install Addon. The addon shows up but I am unable to check the enable box for it. How do you run blender from the command line? Thank you. -Nate On Fri, Dec 2, 2011 at 6:08 PM, Cedric Pinson cedric.pin...@plopbyte.com mailto:cedric.pin...@plopbyte.com wrote: Using 'install addons' should install it in the good place. Anyway if you run blender from command line it should write on it what's wrong, can you send the log please ? Cedric On 12/03/2011 02:34 AM, Nate Hopkins wrote: It still dosn't work. The new osgExport.py is identical to the old one. -Nate On Fri, Dec 2, 2011 at 4:19 PM, Cedric Pinson cedric.pin...@plopbyte.com mailto:cedric.pin...@plopbyte.com mailto:cedric.pin...@plopbyte.com mailto:cedric.pin...@plopbyte.com wrote: Hi, use the zip file inside https://github.com/cedricpinson/osgexport/tree/master/blender-2.5/build/ And install it on blender 2.6 with the function install addons in the user preference. Cedric On 12/02/2011 10:50 PM, Nate Hopkins wrote: Hi Cedric, I cannot enable your osgexport script for blender. The enable box can't be checked. To install, I placed the the contents of the exporter folder (osg folder and osgExport.py) in C:\Users\hopkins\AppData\Roaming\Blender Foundation\Blender\.blender\scripts. I tried Blender 2.60 and 2.59, both 64 bit. I am running Windows 7 64bit. Any help would be appreciated. -Nate - -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.11 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAk7ZjKsACgkQs6ZHzVQN0IimKwCfdtVjC6yPi4gxfmsbJaD7Gr3s KV8AnAox7/TV8to4nz4VWUgaX247UVis =2d75 -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi, Can you share your model or at least report the full log of the error ? It will help a lot to fix it. Cedric On 11/29/2011 04:45 PM, Maia Randria wrote: Hi, Yes, I installed this one. After reading some posts, I understand that there are two OSG exporters for Blender: 1. yours, which does not support animation at the moment, if I understand; 2. and the one from Damyon: https://code.google.com/p/blender-osgexport-25/ which supports animations and armatures. Am I right ? Which one is more robust and more mature at this moment ? Also, those two exporters work for Blender 2.5x, does someone try exportation with the latest Blender version 2.6 ? Thank you very much for your work, Maia Cedric Pinson wrote: Did you try this https://github.com/cedricpinson/osgexport ? Cedric On 11/25/2011 11:46 PM, Maia Randria wrote: Hi, Sorry, but I am very confused with the OSG exporter from Blender. Which OSG exporter works for Blender 2.6 (the latest version) ? Could you the right website to download it ? Thanks, Maia Jeremy Moles wrote: On Fri, 2011-09-23 at 16:38 +0200, Alberto Luaces wrote: Benjamin Gehmlich writes: Hi Alberto, thanks for your answer, but there is a Problem with blender. When I want to add the osgExport file (Install Add-On), there happens nothing. What I have done 1.) put the osg folder in blender-2.59/2.59/scripts/addons 2.) the osgExport.py in blender-2.59 3.) started Blender - User Preferences - Install Add-On 4.) then chose osgExport.py By the other versions I used, after this I saw an entry. Is there a mistake? The other versions worked good for normaly exports, but when I chose Armatur by the mesh as parent it did not export. Therefore I used the Modifier Armatur and i could export as osg but the mesh was not correct. Benjamin, I don't fully understand how you are installing the add-on, but you have to take into consideration that the plugin doesn't only need osgExport.py, but the `osg' directory as well. Also, start Blender from the command line in order to check if the script is not found by your Python installation. The state of the Blender export(s) requires some explanation... Some history: Alberto wrote the first osgexport.py. A few years later, Cedric and myself came along and improved (?) it, in a very general sense. Another year later, Cedric wrote animtk, which eventually became osgAnimation, and added support for that as well into the exporter. Then, along came Blender 2.5. It drastically changed the way data is represented and enumerated in Python internally. Cedric adapted the Mesh exports easily enough, but the Animation exporting remains non-functional. You can find all of this code here (git): https://github.com/cedricpinson/osgexport.git HOWEVER, another exporter has come into light. I'm not sure WHY this individual chose to start over (rather than add to the existing exporter), I do not know. The code base has become quite large however, so perhaps that is the reason. There are also comments in the source to the main exporter that he actually did work on it at some point. His code DOES support animation export, but it isn't as robust as the original in other ways. You can find that code here (git): https://code.google.com/p/blender-osgexport-25/ To be completely honest, the state of all of this is a total mess. We now have 2 exporters, each possessing features the other lacks, and neither of which are (anymore) particularly clean or usable code bases. I've talked with Cedric about the future of the original exporter, and it certainly hasn't been forgotten, but he is an extremely, EXTREMELY busy person and it may be a while before anything happens. I also tried adapting the code from Wiese's exporter myself, but I can't follow either of the exporters anymore, so no luck there... ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org - -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44047#44047 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org - -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44116#44116 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users
Re: [osg-users] osgexport for blender?
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Thank you, I fixed the problem, btw it's not exported correctly because of skeleton. Anyway now it save it without error. Need to update the animation part to export skeleton correctly. If you have other models that produces error, I will be happy to fix it. Cedric On 12/01/2011 04:45 PM, Maia Randria wrote: Hi, I downloaded this model here: http://e2-productions.com/repository/modules/PDdownloads/singlefile.php?cid=1lid=12 (Low Poly Female Model by TiZeta). Thanks, Maia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44164#44164 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org - -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.11 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAk7YCTwACgkQs6ZHzVQN0IgDyQCeP3TJhqLwjNLA27xk1dUhdrD7 FkIAn3tXd0AEU2hA2bOvJ2+oTMhbqaPk =qj+O -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi, Can you report send the model in order I reproduce the problem ? or a model that produces similar problems ? Cedric On 11/30/2011 03:28 PM, Maia Randria wrote: Hi Cedric, With Blender 2.6, for some 3D models, the model is exported (xxx.osg is created on the Blender interface) but there are bugs in writing the file on disk (the file is 0K on disk). Here are some bugs reporting: - ..\osgdata.py, line 497, in write, self.root.write(sfile); - ..\osgobject.py, line 87, in write, Write.SerializeInstanceOrUselt(self,output); - ..\osgobject.py, line 566, in serializeContent, i.write(outout) etc. Cheers, Maia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44134#44134 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org - -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.11 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAk7WQL4ACgkQs6ZHzVQN0Iio6gCfR5FILYo0HIOfLne2Gx4sW9vE VTgAn1EL2TP4OxRei4nicZVqHRyo8UXT =v8lf -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi, You get it. Damyon has work on his one to experiment and have something working quickly mine comes from blender 2.49 and is done to be able to make other exporter on top of it. Like a custom exporter that export osg data but user can tweak the exporter. Ideally if you dont need armature/animation it would be better to use mine. The work of Daymon (thank you a lot man) should be reported asap to mine on github. Same thing about bugs if you find bugs please report it on github. Off course if you need armatures/animations use Daymon exporter. It should work fine with blender 2.6 but I have not tried yet, so if you have problem report it I should be reactive for small fix. Regards, Cedric On 11/29/2011 04:45 PM, Maia Randria wrote: Hi, Yes, I installed this one. After reading some posts, I understand that there are two OSG exporters for Blender: 1. yours, which does not support animation at the moment, if I understand; 2. and the one from Damyon: https://code.google.com/p/blender-osgexport-25/ which supports animations and armatures. Am I right ? Which one is more robust and more mature at this moment ? Also, those two exporters work for Blender 2.5x, does someone try exportation with the latest Blender version 2.6 ? Thank you very much for your work, Maia Cedric Pinson wrote: Did you try this https://github.com/cedricpinson/osgexport ? Cedric On 11/25/2011 11:46 PM, Maia Randria wrote: Hi, Sorry, but I am very confused with the OSG exporter from Blender. Which OSG exporter works for Blender 2.6 (the latest version) ? Could you the right website to download it ? Thanks, Maia Jeremy Moles wrote: On Fri, 2011-09-23 at 16:38 +0200, Alberto Luaces wrote: Benjamin Gehmlich writes: Hi Alberto, thanks for your answer, but there is a Problem with blender. When I want to add the osgExport file (Install Add-On), there happens nothing. What I have done 1.) put the osg folder in blender-2.59/2.59/scripts/addons 2.) the osgExport.py in blender-2.59 3.) started Blender - User Preferences - Install Add-On 4.) then chose osgExport.py By the other versions I used, after this I saw an entry. Is there a mistake? The other versions worked good for normaly exports, but when I chose Armatur by the mesh as parent it did not export. Therefore I used the Modifier Armatur and i could export as osg but the mesh was not correct. Benjamin, I don't fully understand how you are installing the add-on, but you have to take into consideration that the plugin doesn't only need osgExport.py, but the `osg' directory as well. Also, start Blender from the command line in order to check if the script is not found by your Python installation. The state of the Blender export(s) requires some explanation... Some history: Alberto wrote the first osgexport.py. A few years later, Cedric and myself came along and improved (?) it, in a very general sense. Another year later, Cedric wrote animtk, which eventually became osgAnimation, and added support for that as well into the exporter. Then, along came Blender 2.5. It drastically changed the way data is represented and enumerated in Python internally. Cedric adapted the Mesh exports easily enough, but the Animation exporting remains non-functional. You can find all of this code here (git): https://github.com/cedricpinson/osgexport.git HOWEVER, another exporter has come into light. I'm not sure WHY this individual chose to start over (rather than add to the existing exporter), I do not know. The code base has become quite large however, so perhaps that is the reason. There are also comments in the source to the main exporter that he actually did work on it at some point. His code DOES support animation export, but it isn't as robust as the original in other ways. You can find that code here (git): https://code.google.com/p/blender-osgexport-25/ To be completely honest, the state of all of this is a total mess. We now have 2 exporters, each possessing features the other lacks, and neither of which are (anymore) particularly clean or usable code bases. I've talked with Cedric about the future of the original exporter, and it certainly hasn't been forgotten, but he is an extremely, EXTREMELY busy person and it may be a while before anything happens. I also tried adapting the code from Wiese's exporter myself, but I can't follow either of the exporters anymore, so no luck there... ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org - -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44047#44047 ___ osg-users
Re: [osg-users] osgexport for blender?
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Did you try this https://github.com/cedricpinson/osgexport ? Cedric On 11/25/2011 11:46 PM, Maia Randria wrote: Hi, Sorry, but I am very confused with the OSG exporter from Blender. Which OSG exporter works for Blender 2.6 (the latest version) ? Could you the right website to download it ? Thanks, Maia Jeremy Moles wrote: On Fri, 2011-09-23 at 16:38 +0200, Alberto Luaces wrote: Benjamin Gehmlich writes: Hi Alberto, thanks for your answer, but there is a Problem with blender. When I want to add the osgExport file (Install Add-On), there happens nothing. What I have done 1.) put the osg folder in blender-2.59/2.59/scripts/addons 2.) the osgExport.py in blender-2.59 3.) started Blender - User Preferences - Install Add-On 4.) then chose osgExport.py By the other versions I used, after this I saw an entry. Is there a mistake? The other versions worked good for normaly exports, but when I chose Armatur by the mesh as parent it did not export. Therefore I used the Modifier Armatur and i could export as osg but the mesh was not correct. Benjamin, I don't fully understand how you are installing the add-on, but you have to take into consideration that the plugin doesn't only need osgExport.py, but the `osg' directory as well. Also, start Blender from the command line in order to check if the script is not found by your Python installation. The state of the Blender export(s) requires some explanation... Some history: Alberto wrote the first osgexport.py. A few years later, Cedric and myself came along and improved (?) it, in a very general sense. Another year later, Cedric wrote animtk, which eventually became osgAnimation, and added support for that as well into the exporter. Then, along came Blender 2.5. It drastically changed the way data is represented and enumerated in Python internally. Cedric adapted the Mesh exports easily enough, but the Animation exporting remains non-functional. You can find all of this code here (git): https://github.com/cedricpinson/osgexport.git HOWEVER, another exporter has come into light. I'm not sure WHY this individual chose to start over (rather than add to the existing exporter), I do not know. The code base has become quite large however, so perhaps that is the reason. There are also comments in the source to the main exporter that he actually did work on it at some point. His code DOES support animation export, but it isn't as robust as the original in other ways. You can find that code here (git): https://code.google.com/p/blender-osgexport-25/ To be completely honest, the state of all of this is a total mess. We now have 2 exporters, each possessing features the other lacks, and neither of which are (anymore) particularly clean or usable code bases. I've talked with Cedric about the future of the original exporter, and it certainly hasn't been forgotten, but he is an extremely, EXTREMELY busy person and it may be a while before anything happens. I also tried adapting the code from Wiese's exporter myself, but I can't follow either of the exporters anymore, so no luck there... ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org - -- Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44047#44047 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org - -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.11 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAk7Q8zoACgkQs6ZHzVQN0IhImgCeMHwNyBsRsmTKG9MsS53Bnxtr d4sAn0bL+WKkUFWdkW95rsrRuatiKOKY =0xoX -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgjs-plugin / opengl es
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi, I refactored the osgjs-plugin and I thought that it could interest people working with opengl es. webgl is built ontop of opengles so optimization work for both. Maybe the part that split models into 64k drawelements, merge tristrip into one with degenerate triangle could be separated and submitted as pseudo loader. I am just submitting the idea to check if other guys are interested. The code is https://github.com/cedricpinson/osg/tree/master/src/osgPlugins/osgjs I wrote a simple post to lists options http://osgjs.org/2011/11/osgjs-plugin-optimizations/ Cedric - -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.11 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAk7OcdsACgkQs6ZHzVQN0IifegCgkGgGbkWKox116Wura7MyFxWj DosAn2ie4WEG3/B7CfOdGWSG2vnd61ax =kZun -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OSG Exporter
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 osg exporter is able to work with blender 2.5x. The exporter is located on github. https://github.com/cedricpinson/osgexport/ Cheers, Cedric On 10/26/2011 12:10 PM, David Jardim wrote: Hello Cedric, I'm currently working at a project where we would like to use Blender to create a scene and then export each object to OSG. I have two questions hopefully you could find some time to answer me on this. * Is there a way to make the OSG exporter work in Blender 2.5.X? * As a last resort we could use Blender 2.4, i need to create a script that exports some objects of the scene to OSG, how can i call the OSG exporter from within my script and pass an object to export? Thank you very much. David - -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.11 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAk6n+8sACgkQs6ZHzVQN0IidGwCePRbjTCd8cTZWbTkJO5TZszX8 9F4AniQCG9RIjEDd737E0Sj9+U98Cf76 =+h45 -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgExport work flow
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi, Here how it works. I suppose you use default skinning implementation not the hardware one and a recent version of osg. During update traversal, the RigGeometry will be updated with the UpdateVertex callback (see include/osgAnimation/RigGeometry ). This callback do stuff with the skeleton and at the end will call the method RigGeometry::update. RigGeomtry::update will call the RigTransform implementation. By default a RigGeometry will use a software implementation so it should call RigTransformSoftware. see below void RigGeometry::update() { if (!getRigTransformImplementation()) { _rigTransformImplementation = new RigTransformSoftware; } RigTransform implementation = *getRigTransformImplementation(); (implementation)(*this); // this line will update your model } So after the update traversal you should be able to get your model transformed Cedric On 10/17/2011 12:35 AM, Aaron Wetzler wrote: Hi Cedric, I was wondering if there is an easy way to get the skinned vertices of a rigged model mesh in osganimation i.e. after they have undergone their transformations from the skeleton. I have looked and havnt managed to find where this is done. Basically all I need are the transformed vertices as a list. We need this for research we are doing and Ive spent about 10 hours on it already and am feeling a bit frustrated. Looking forward to hearing from you Aaron On 5 July 2011 00:16, Aaron Wetzler aaronwetz...@gmail.com mailto:aaronwetz...@gmail.com wrote: I found a simple fix. I think you must have deleted Skinning a long time ago because the code in your current hg repo works fine and doesnt include Skinning http://hg.plopbyte.net/osg-trunk/file/e958c9354d0d/examples/osganimationskinning/osganimationskinning.cpp On 5 July 2011 01:11, Cedric Pinson cedric.pin...@plopbyte.com mailto:cedric.pin...@plopbyte.com wrote: Could you post it on the mailing list because I dont maintain 2.8 branch from a long time ago. Cedric On Tue, 2011-07-05 at 01:08 +0300, Aaron Wetzler wrote: sorry, i meant that there is no file called Skinning in OSG_ROOT/include/osgAnimation On 5 July 2011 00:57, Aaron Wetzler aaronwetz...@gmail.com mailto:aaronwetz...@gmail.com wrote: Hi Cedric I installed OpenSceneGraph 2.8.4 for 64bit VS2010 from http://openscenegraph.alphapixel.com/osg/downloads/free-openscenegraph-binary-downloads and downloaded the 2.8.4 skinning example code from http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.0/examples/osganimationskinning/ All of the examples in the binary folders work including the skinninganimation.exe . However when I try creating a project that uses the code from the svn above it doesnt compile because there is no skinning header i.e. there is no Skinning file in OSG_ROOT/include Any idea what the problem is? Aaron On 14 June 2011 00:52, Aaron Wetzler aaronwetz...@gmail.com mailto:aaronwetz...@gmail.com wrote: Hehe :) No worries On 14 June 2011 00:51, Cedric Pinson cedric.pin...@plopbyte.com mailto:cedric.pin...@plopbyte.com wrote: Wrong mail sorry :) On Tue, 2011-06-14 at 00:48 +0300, Aaron Wetzler wrote: Hi Im not quite sure I follow what you mean...? Aaron On 14 June 2011 00:05, Cedric Pinson cedric.pin...@plopbyte.com mailto:cedric.pin...@plopbyte.com wrote: Hi I still need an archive to start to merge your your work. Could you send me one ? Cedric On Sat, 2011-06-04 at 17:08 +0300, Aaron Wetzler wrote: Thanks! I should have put it on the mailing list I just wasnt sure if you would be notified of the question because someone else had posted after you.I will try your recommendation tomorrow Cheers Aaron On 4 June 2011 16:34, Cedric Pinson cedric.pin...@plopbyte.com mailto:cedric.pin...@plopbyte.com wrote: Hi, I copyied the message on the mailing list in case other users have same questions. First of all thanks for the effort you have put into the osgExport. Its great that someone is maintaining the script. As I mentioned in the OSG forum I need to: 1. Import a mesh of a hand (.obj) into blender. Create an armature in Blender 2. Skin the armature with the hand mesh. 3. Export this armature and mesh into OSG. 4. Alter the armature poses in OSG and output a set of jpgs or bmps of the depth maps of the resulting poses. Is this possible using the blender 2.49, osg 2.8.0 and the osgExport script? I have imported into blender a plain .bvh file then exported that succesfully using osgExport ( ) to test.osg. But when I try to run osgviewer test.osg it gives me a series of errors saying: Warning can't update Bone, path to parent AnimationManagerBase not found osg-2.8.0 contains an old version of osgAnimation that I think is not compatible anymore
[osg-users] osgjs - RenderBin and Transparency
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi, I commited new code to upgrade RenderBin code. You should be able to manage bin like in osg, but I implemented the minimum to have flexibility with render bin. There is no OVERRIDE_RENDERBIN_DETAILS. I added the transparent RenderBin that will sort your objects from back to front. It's possible to add your own RenderBin like this: osg.RenderBin.BinPrototypes['UberRenderBin'] = new UberBinCreator(); then use this in your stateset: var quad = osg.createTextureBoxGeometry(0,0,0, 2,2,2); quad.getOrCreateStateSet().setRenderBinDetails(15, 'UberRenderBin'); There is current limitation with this. osg allow you to create renderStage from the prototype but no osgjs. Basics usages to manage transparency: var root = new osg.Node(); var quad = osg.createTextureBoxGeometry(0,0,0, 2,2,2); var node0 = new osg.MatrixTransform(); node0.setMatrix(osg.Matrix.makeTranslate(0,0,1,[])); node0.addChild(quad); node0.getOrCreateStateSet().setRenderingHint('TRANSPARENT_BIN'); var node1 = new osg.MatrixTransform(); node1.setMatrix(osg.Matrix.makeTranslate(0,0,10,[])); node1.addChild(quad); child of node0 will be sorted back to front and child of node1 will not be sorted. If you experience performance issue please report it. Cedric - http://osgjs.org - -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.11 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAk6LAKoACgkQs6ZHzVQN0Ih2iQCePegdHpPui0cvq09Wa8MqcCa8 WpoAoJfS3DYhw9hqYkeoCDGwx2yL/9z5 =x+Hp -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgjs - Light
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi, osg.Light has changed in the trunk. Now the StateAttribute compute lighting per pixel and support Directional/Point/Spot light. An example should come quickly to demonstrate it. Cheers, Cedric - -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.11 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAk6JnQEACgkQs6ZHzVQN0IhJoACdGSNEiAD1FP8V88qOFoPEeO/O +jsAoJGEoMb4vIFiVcS0Mcps8VXInQ9n =u5LD -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 I added a zip file that you can use with the addon menu. Should be easier to install. https://github.com/cedricpinson/osgexport/tree/master/blender-2.5/build Cedric On 09/23/2011 05:40 PM, Jeremy Moles wrote: On Fri, 2011-09-23 at 17:36 +0200, Alberto Luaces wrote: Jeremy Moles writes: Some history: Alberto wrote the first osgexport.py. Hi Jeremy, just a clarification: I didn't wrote anything :) As far as I know, the original osgexport.py script belongs to Rubén López. CRAP, you're right. Sorry. It was your thread I was responding to and somehow I transposed that. It WAS Ruben, sorry. :) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org - -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.11 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAk5/H1kACgkQs6ZHzVQN0IjpowCfUN+IZBQ4D9QZGH7i5KYW/rf/ kfoAmwXOCvz8VEmp7e0AF0pNql4h+57P =wxDb -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgjs - osgUtil.ShaderParameterVisitor
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi, I added in osgjs a new visitor to help to fine tune shader parameters. The visitor look for program in the scenegraph and extract uniforms. Then it bind html slider (chrome) to modify uniform value. For more convenience uniform value are stored in localStorage and reloaded. It misses some part like looking for existing uniform instead of creating new one... see a simple example http://osgjs.org/osgjs/examples/fog/index.html The visitor is in early development and guess some bugs :) Cedric - -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com -BEGIN PGP SIGNATURE- Version: GnuPG v1.4.11 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAk5zO8EACgkQs6ZHzVQN0IivVwCfUAGcIgrn5VdgD6DgTNKLcfqA ruoAmgK4z3Q/604WOWQw0A8XN89vObw3 =0Bp4 -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How has been avatar.osg (from 3.0.0 dataset) generated?
I subcontracted those data a few years ago. It has been generated with blender and exported with the osg blender exporter https://github.com/cedricpinson/osgexport Cheers, Cedric On Thu, 2011-09-08 at 15:35 +0200, Roberto Garrido wrote: Hi, We are wondering how avatar.osg, which can be found in the 3.0.0 dataset, was generated. Which modeling software and exporter have do you used? We do need animations like avatar's or nathan's!! ;-) Thank you in advance! Cheers, Roberto -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42535#42535 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] blender2.5 exporter
Hi, just to talk about the blender 2.5 exporter. The plugin is on github https://github.com/cedricpinson/osgexport I fixed a few things and optimized model. I setup unittest too. Sadly the exporter does not support animation yet. It should come in a near futur. if you want to report bug/improve it everything is on github. Cheers, Cedric -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] blender2.5 exporter
Hi, Both, api changed and some internal stuff too. But it's not so different. Cedric On Wed, 2011-08-10 at 10:16 -0400, Jeremy Moles wrote: On Wed, 2011-08-10 at 14:21 +0200, Cedric Pinson wrote: Hi, just to talk about the blender 2.5 exporter. The plugin is on github https://github.com/cedricpinson/osgexport I fixed a few things and optimized model. I setup unittest too. Sadly the exporter does not support animation yet. It should come in a near futur. Woot! 2.5 is (IMO) the best version of Blender to date, so this is awesome. What are the complications with 2.5 and animation? Has the internal animation mechanism been totally redesigned, or is it just getting at the old data in a new Python interface? if you want to report bug/improve it everything is on github. Cheers, Cedric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Animations, weights, and priority.
It Looks like we need a document explaining the behaviour of animation. I would be happy to start this but I am really busy to do it. If anyone want to start it, I will be happy to re read it, and try to help. Cedric On Fri, 2011-08-05 at 10:23 +0200, Peter Wrobel wrote: Hi Garth, I am as well interested in the answer of your questions, and you're explenation helped me in my understanding. I would like to ask you to keep on posting your observations in this thread. I am co-author of maya2osg, have implemented rudimentary animation support ( only transforms, no skining till now ) and I face some problems with exporting maya trax animation clips to osgAnimation. What you described is an automatic weight normalization of running clips with similar priorities. If this is allways active, its not possible to add up animation channels of different animations ( mayas behaviour ). E.g. when splitting up walkcycles into legs and arms animations, to be able to recombine them, the arm animations will half the weights of the leg animations, and vice versa. If you face the same issues, or anybody else, would be glad to hear of a sollution. Thank you! Cheers, ParticlePeter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41869#41869 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Animations, weights, and priority.
I think think we could start on this page http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits/osgAnimation And update it because I wrote it a long time ago Cedric On Fri, 2011-08-05 at 13:56 +0200, Peter Wrobel wrote: Hi, I would like to participate. I'll be implementing skinning and working over the animation module of the mentioned plug-in in about a month. At that time I can work on a draft. @ Garthy, I'll be using you're observations so far if this is fine with you. @ Cedric, how should I get in touch with you at that time ? Thank you! Cheers, ParticlePeter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41879#41879 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] ANN: osgNVPR (NVidia Path Rendering)
___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Animations, weights, and priority.
There are some example about osganimation, maybe it could help you https://github.com/openscenegraph/osg/tree/master/examples Regards, Cedric On Thu, 2011-08-04 at 14:23 +0200, Garthy Dee wrote: Okay, I've had a bit of an experiment, and come up with a possible answer to my own question, but perhaps somebody with a bit more experience with OSG animation can comment: It would appear that numerically higher priority numbers essentialy place the animation in front of the others for consideration. Thus if all animations had weight 1.0, the one with the numerically highest priority is use. Now, when animations share a priority, the weights seem to act as a ratio. Thus if one has weight 0.5 and another 0.5, you'll get half and half. Also, if one is 0.7 and the other is 0.7, you get half and half, again. When a higher priority animation has weight less than 1.0, and a lower-prority one has weight 1.0, the former weight seems to specify the ratio of that animation to use, and 1.0 minus that weight is used for the lower priority one. I won't speculate on other combinations. Perhaps somebody can summarise it better than I have? This leads me to an interesting observation with respect to the models that I am using. Depending on the particular model and animation chosen, sometimes the bones, when weighted, don't travel through the shortest path to their destination. For example, in one model, when transitioning from a walk to idle (using the above model as an assumption), the entire leg flips up and over the shoulder during the transition with the hip as a rough axis, rather than the shorter transition, also using the hip. It only happens on some transitions. If I had to guess, I'd say that somewhere an angle (or equivalent) along some axis has been determined and is being interpolated along, but the distance is greater than 180 degrees, meaning the interpolation *should* have been done in the reverse direction instead. Either that, or one of a great many other things. :) Can anyone comment on this, and perhaps point me in the rough direction as to where such things might be able to be found in the OS G code? I've been exploring the animation code but I'm still pretty new to it. Any hints appeciated. :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41847#41847 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Collada reader fill name with collada id
Hi, I was wondering why the collada ID is used to fill the name of osg node and if It would be suitable to change it to use the NAME field of collada node ? Regards, Cedric -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Call osgAnimation::Animation::setDuration several times
In fact related to the code it makes sense. Because strip duration is initialized from the Animation duration. Could you try to manipulate the duration of the strip instead ? Cedric On Wed, 2011-06-08 at 12:52 +0200, Aitor Ardanza wrote: Hi, I have a problem with the call setDuration of osgAnimation::Animation. If I define the animations at the beginning of the application do it correctly. But if I change the duration, defined above, in execution, for example by putting half the time, makes the animation faster but twice ... may be a bug? Code: osgAnimation::ActionStripAnimation* newAnimAction = new osgAnimation::ActionStripAnimation(anim,0.3,0.3); anim-setDuration(anim-getDuration()*0.5); newAnimAction-setLoop(1); // one time tml-addActionAt(tml-getCurrentFrame() + 1,newAnimAction, 2); Thank you! Cheers, Aitor -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40205#40205 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgExport work flow
Hi, I copyied the message on the mailing list in case other users have same questions. First of all thanks for the effort you have put into the osgExport. Its great that someone is maintaining the script. As I mentioned in the OSG forum I need to: 1. Import a mesh of a hand (.obj) into blender. Create an armature in Blender 2. Skin the armature with the hand mesh. 3. Export this armature and mesh into OSG. 4. Alter the armature poses in OSG and output a set of jpgs or bmps of the depth maps of the resulting poses. Is this possible using the blender 2.49, osg 2.8.0 and the osgExport script? I have imported into blender a plain .bvh file then exported that succesfully using osgExport ( ) to test.osg. But when I try to run osgviewer test.osg it gives me a series of errors saying: Warning can't update Bone, path to parent AnimationManagerBase not found osg-2.8.0 contains an old version of osgAnimation that I think is not compatible anymore with the blender osgexporter. I recommand to test with last 2.8.x version if you really need to use the 2.8.x series. If you still have problem it will work with the current trunk. You should try to show your animation model with osganimationviewer . You can find this program in osg examples. This leads me to think that either something is wrong with the exporter or I am doing something wrong. Im guessing Im doing something wrong but I dont know what. Do I need to explicitly install osgAnimation or set a path to it? My only thought is that its because Im using osg 2.8.0. but I dont see why that would change anything. Could you shed some light on how to set up everything so that the above will work? I.e what is your workflow for example for making a rigged and animated mesh in Blender and then viewing it in osgviewer? There are blender examples given with the exporter, I recommand to test with them first, If you are able to show them using osganimationviewer (in osg examples) then it should work for your models if setup correctly. respond on the mailing list with your sample model if there is something wrong. Cheers, Cedric Looking forward to hearing from you Cheers Aaron -- Aaron Wetzler EE MSc Student at Technion +972 54 641 6510 -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgExport work flow
Hi, I copyied the message on the mailing list in case other users have same questions. First of all thanks for the effort you have put into the osgExport. Its great that someone is maintaining the script. As I mentioned in the OSG forum I need to: 1. Import a mesh of a hand (.obj) into blender. Create an armature in Blender 2. Skin the armature with the hand mesh. 3. Export this armature and mesh into OSG. 4. Alter the armature poses in OSG and output a set of jpgs or bmps of the depth maps of the resulting poses. Is this possible using the blender 2.49, osg 2.8.0 and the osgExport script? I have imported into blender a plain .bvh file then exported that succesfully using osgExport ( ) to test.osg. But when I try to run osgviewer test.osg it gives me a series of errors saying: Warning can't update Bone, path to parent AnimationManagerBase not found osg-2.8.0 contains an old version of osgAnimation that I think is not compatible anymore with the blender osgexporter. I recommand to test with last 2.8.x version if you really need to use the 2.8.x series. If you still have problem it will work with the current trunk. You should try to show your animation model with osganimationviewer . You can find this program in osg examples. This leads me to think that either something is wrong with the exporter or I am doing something wrong. Im guessing Im doing something wrong but I dont know what. Do I need to explicitly install osgAnimation or set a path to it? My only thought is that its because Im using osg 2.8.0. but I dont see why that would change anything. Could you shed some light on how to set up everything so that the above will work? I.e what is your workflow for example for making a rigged and animated mesh in Blender and then viewing it in osgviewer? There are blender examples given with the exporter, I recommand to test with them first, If you are able to show them using osganimationviewer (in osg examples) then it should work for your models if setup correctly. respond on the mailing list with your sample model if there is something wrong. Cheers, Cedric Looking forward to hearing from you Cheers Aaron -- Aaron Wetzler EE MSc Student at Technion +972 54 641 6510 -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Export Blender to OSG
The current workflow I used to have animation in osg, is using blender 2.49b and the osgexport https://bitbucket.org/cedricpinson/osgexport If you get the repository you will be able to check example. Cedric On Fri, 2011-05-27 at 18:29 +0200, aaron wetzler wrote: Hi, I have the following task to do: 1. Import a mesh of a hand (.obj) into blender. Create an armature in Blender 2. Skin the armature with the hand mesh. 3. Export this armature and mesh into OSG. 4. Alter the armature poses in OSG and output a set of jpgs or bmps of the depth maps of the resulting poses. I have done 1 and 2 but dont know how to do 3 and 4. What format can I output from Blender that OSG will be able to understand? What part of OSG should I be using? OSGAnimation? I imagine step 3 is totally standard so thats the most critical part for me because I have no idea how to go about it. I am a relative newbie to the world of meshes and animation and would really appreciate some help because I have been stuck on this for two weeks and I cant do it by myself. Thanks! Looking forward to hearing from the forum :) Aaron -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39877#39877 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi, Even if animation does not work yet, if it exports models it's something useful for a lot of people. I suggest we merge your current work then It will be possible to improve animation part. Cedric On Sun, 2011-05-15 at 17:26 +0200, issam boughanmi wrote: Hi damyon , can you post this unfinished exporter for 2.57 ? can we use it if we have only static models ? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39380#39380 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Animation Morphing
Hi, Do you have the stack trace where it crashes ? Cedric On Fri, 2011-04-29 at 16:23 +0200, Anastasia Papas wrote: Hello! I am trying amimation morphing in OSG, and I found this example: http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osganimationmorph/osganimationmorph.cpp I have collada 3D models, and since this example is morphing between 2 osg models, I used the osgDB::writeNodeFile to save the dae (after importing them to a node) as an osg file. The osg files are working even better than the initial collada files with the osgviewer, for instance for the dae when I was zooming in, translating or rotating, after a point some parts were disappearing, but now with the osg it renders perfectly, and textures included! But the problem is when I use it for the osganimationmorph, I get an Unhandled exception... Does anyone have an idea of how I should proceed? Thank you in advance, Anastasia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38877#38877 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com - http://plopbyte.com signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Animation Morphing
Hi, I can have a try, but I would need the sample code and data to test it. Cedric On Fri, 2011-04-29 at 16:45 +0200, Anastasia Papas wrote: Dear Cedric, First of all thank you for the direct response!! The message I receive is this: Unhandled exception at 0x7c812afb in Template.exe: Microsoft C++ exception: std::bad_cast at memory location 0x0012f650.. And it crashes at the: Geode.cpp at the function: BoundingSphere Geode::computeBound() const at the line inside the for loop: _bbox.expandBy((*itr)-getBound()); Regarding the initial example's code I didn't modify anything else, just changed the osg files to mine. Thanks again!! Regards, Anastasia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38881#38881 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com - http://plopbyte.com signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] osgAnimation Update
Hi, Sorry I am very busy... First I think you should setup the invBindMatrixInSkeletonSpace to your bones. If it correctly set, I would need to check the code and test it with your samples cases. Cheers, Cedric On Thu, 2011-04-28 at 19:41 +0200, Garrett Cope wrote: More investigation, still not much clearer. I'm hoping with a more concrete example someone can tell me what I'm missing... My main issue is how to change the coordinate system of a bone within the skeleton hierarchy. This could be done previously by just modifying the rotation of the bones bind matrix. Now that doesn't seem to work for me. A specific example using osganimationskinning:: This example currently rotates about the local z-axis of each joint. Let's say that I now want to rotate the first joint about the vertical axis instead. This could be accomplished by changing the axis of the rotate transform for the bone as follows: Code: pRight0Update-getStackedTransforms().push_back(new osgAnimation::StackedRotateAxisElement(rotate, osg::Vec3(0,1,0), 0)); but how would I do this by changing coordinate system of the bone such that the existing rotation would now rotate about the vertical axis? I did this previously by adjusting the rotation of the bind matrix, but adding any rotation to the bind matrix in this case seems to just distort the mesh. I'm sure I'm missing something key... Thanks in advance for any thoughts --jamie[/code] -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38857#38857 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com - http://plopbyte.com signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Animation Morphing
Hi, The example you have taken works with only one geometry inside the file. The visitor 'getShape' return the first geometry and in your file it returns a RigGeometry. Morphing 2 RigGeometry has not been tested, and I am not sure you want really want to do that. What I would do is the opposite way, meaning morphing your two geometry you really want to morph, then use the result as input for a RigGeometry, maybe with a custom proxy geometry class. I hope it makes sense. Cheers, Cedric On Fri, 2011-04-29 at 19:47 +0200, Anastasia Papas wrote: Dear Cedric, Thank you very much for helping me!! The code is exactly as the original, only change is the file names! But I am attaching it anyway! Also I forgot to mention, the number of vertices is exactly the same for both files, as well as the number of drawables and so on, at least according to the osgviewer stats! I am uploading it here, along with the two osg files, and also I am including the directories of the textures, don't know if it's necessary but in any case it's there! My files are too large to be attached here, so I used an uploader service: http://www.teicrete.gr/upload/download.php?fname=UP20110429203940.rar Thanks again! Best Regards, Anastasia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=3#3 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi, osgexport work with blender 2.49. The api of blender 2.5+ has changed a lot and the current osgexport does not support it. Cedric On Fri, 2011-04-29 at 20:38 +0200, Martin Scheffler wrote: Hi, I just tried installing the plugin. Which blender version is supported? I tried the current (2.57) and after adding the new bl_info stuff I could start the script but got script errors: [code] Error initializing quicktime found bundled python: C:\PROGRA~1\BLENDE~1\Blender\2.57\python uiItemFullO: unknown operator 'export.osg' C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\addons\o sgExport.py:98 Traceback (most recent call last): File C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ modules\bpy_types.py, line 689, in draw_ls func(self, context) File C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osgExport.py, line 98, in menu_func self.layout.operator(ExportOsg.bl_idname, text=OpenScenegraph (.osg)...).f ilepath = default_path AttributeError: 'NoneType' object has no attribute 'filepath' uiItemFullO: unknown operator 'export.osg' C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\addons\o sgExport.py:98 Traceback (most recent call last): File C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ modules\bpy_types.py, line 689, in draw_ls func(self, context) File C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osgExport.py, line 98, in menu_func self.layout.operator(ExportOsg.bl_idname, text=OpenScenegraph (.osg)...).f ilepath = default_path AttributeError: 'NoneType' object has no attribute 'filepath' [/code] Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38890#38890 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] showwebgl
Hi, I have done a little web service to let people upload their model and share them with an url. http://showwebgl.com The design is crappy but should be better soon :) Dont hesitate to report bug or send feedback. It's done with osg and osgjs. Cheers, Cedric -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.com http://plopbyte.com signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] dae plugin
Hi, I am currently trying to load http://o3d.googlecode.com/svn/trunk/googleclient/o3d_assets/samples/beachdemo/convert_assets/beachdemo.zip with the dae collada plugin but I have only a white scene in osgviewer. I am not familiar with the collada specification, so before digging it I would like to know if other people are working on this plugin and what is the state of the collada plugin related to the spec. Cheers, Cedric -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.com http://plopbyte.com signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] using blender with OSG
Hi, The current osgexport works for blender 2.49, some works are needed to update it to work with blender 2.5x The exporter is able to export material, geometry (uv/normal), animation, skeleton. So you can get your scene in osg directly but you will have to work on shader because there are not exported. https://bitbucket.org/cedricpinson/osgexport Cedric On Wed, 2011-03-30 at 11:25 +0200, issam boughanmi wrote: hi i am in the process of modeling an airport for my application i am using blender for this, well my main concern is to use the glsl splatting feature in blender, suppose i have made a super airport with surrounding dirt/grass/... transition, with some high resolution textures (2048X2048) is it possible to get the result directely in OSG i mean : can the exporter handle all my scene elements :textures/uv/shaders ... etc or i have to rewrite something to get my model made in blender in my application thanks and good day btw : i didn't find an osg exporter for the 2.56 version of blender -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38064#38064 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.com http://plopbyte.com signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgjs
Hi, I wanted to share improvement done on osgjs the last few months. It has been used for a firefox demo you can watch https://demos.mozilla.org/en-US/#globetweeter or http://plopbyte.com:2048/globetweeter/ if the previous server is overloaded. If you are interested by the project look on the http://osgjs.org blog Cedric -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.com http://plopbyte.com signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation : correct approach to detect when a skeletal animation has completed ?
Hi, Look to the TimelineAnimationManager, and the examples about osgAnimation. Cedric On Thu, 2011-03-03 at 08:46 +0100, Mr Alji wrote: Hello, What about using isPlaying() method of your current animation ? does it fulfill your needs ? cheers -- Mohamed ALJI Élève ingénieur en Informatique troisième année à l'ENSEIRB-MATMECA (Institut Polytechnique de Bordeaux - IPB) Webmaster bénévole de l'association L'eau du désert: www.l-eau-du-desert.com 2011/3/3 Thomas Hogarth thomas.hoga...@gmail.com Hi Adrien I've never actually done this but I have thought about it as I'll need it eventually. I think your best bet is to look at void BasicAnimationManager::update (double time), that is where an animation is played through and were you can detect that an animation is finished. Perhaps you could attach your own simple callback object as the user data for your animations. Then inplement your own Animation manager and call the callback object when an animation with one as it's user data finishes. Let me know how you get on as this would be a useful feature. Cheers Tom -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37269#37269 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to do a videostreaming
Hi Mourad Dont know if you are interested by this solution, But if you are on linux, I have done this a year ago with gstreamer. I wrote on the mailing list to explain how to do it. With a quick search you should be able to find it. Dont hesitate to ask if you want to try this path. Cedric On Thu, 2011-02-24 at 17:13 +0100, Mourad Boufarguine wrote: My case is the second one. I want to stream osg rendered frames over network. So, I have to install ffmpeg libs. But, Must I install Live555? Or if I use ffmpeg it will be enought? What is your recomendation? Hi, Ok, it is more clear now. Well, it should be possible to use only ffmpeg, but I think it is difficult with Windows :) FFmpeg distrib contains a streaming server application (ffserver). I didn't hear of someone who succedded to build and make ffserver work on a Windows machine. I didn't also find a Windows port of this program. Anyways, the big steps to stream rendered frames, is to encode them (using ffmpeg) and then stream them (ussing ffserver or Live555). Encoding the frames is not difficult to do. At least you should be able to save the rendered frames in a video file following the output-example.c sample shipped with ffmpeg sources (http://ffmpeg.org/doxygen/trunk/output-example_8c-source.html). At the osg part, you can do reder-to-texture to get the raw rendered frames. The streaming part is more challenging. If you manage to make ffserver work, it would be straightforward. all you need to do would be to write the output of the encoded frames into a ffserver feed (like in this http://www.mygeekproject.com/?tag=ffserver) Otherwise, you can use live555 for streaming. The problem with that is there is no concrete documentation on ffmpeg/live555 integration, but, it is feasable. The main difficulty is to choose a working combination of a ffmpeg encoder and a live555 streaming container and to configure them accordingly. Mourad ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Announcing osg.js
Hi, Try those link to enable webgl. http://www.khronos.org/webgl/wiki/Getting_a_WebGL_Implementation Note that on chromium webgl is enable by default Cedric On Wed, 2011-02-23 at 17:06 +0100, Neil Neilson wrote: Hi Cedric Very interesting project. I have Firefox 4.0 Beta 11 and tried several of the Demo apps but just get this error: Could not initialise WebGL Does something need to be set in the browser? Neil -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=37029#37029 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Announcing osg.js
Hi, Yeah but I know they blacklist some drivers version even on nvidia because of bug in OpenGL drivers... Maybe you have to enable it manually if you are on this case. Cedric On Wed, 2011-02-23 at 13:02 -0500, Jason Daly wrote: On 02/23/2011 11:35 AM, Cedric Pinson wrote: Hi, Try those link to enable webgl. http://www.khronos.org/webgl/wiki/Getting_a_WebGL_Implementation Note that on chromium webgl is enable by default Cedric On Wed, 2011-02-23 at 17:06 +0100, Neil Neilson wrote: Hi Cedric Very interesting project. I have Firefox 4.0 Beta 11 and tried several of the Demo apps but just get this error: Could not initialise WebGL Does something need to be set in the browser? I thought that the latest versions of Firefox 4 beta enabled WebGL by default, too. I just downloaded it last weekend, and the WebGL demos all worked fine out of the box. If I remember, I'll give this a try tonight and report what I find. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Fwd: Controlling animations in FBX models
Hi, I have not check the new code about serializer... I will put it in my tasklist. Anyone knows where I should look to update osgAnimation code about serializer ? Cedric On Thu, 2011-02-17 at 09:30 +, Michael Platings wrote: I've not used any of the osg file formats so I can't help you there specifically, but I suspect the osganimation serializer is in need of updating. Cedric Pinson wrote osgAnimation so he's the best person to consult on this matter. On 16 February 2011 16:23, Thomas Hogarth thomas.hoga...@gmail.com wrote: Hi Michael Thanks for the info, do you know why I might be having trouble saving these to .ive, .osg, .osgt and .osgx. It's not a show stopper but for some reason I can only re save the imported fbx as .osgb. The rest fail to load except .osg which loads but won't play my animations anymore :( Any info would be much appreciated Tom On 16 February 2011 16:08, Michael Platings mplati...@gmail.com wrote: I dare say the fbx plugin creates some kind of custom callbacks that normal osg is unaware of. Not exactly, the callbacks in question are all part of osgAnimation which is increasingly part of normal osg. They are: osgAnimation::RigComputeBoundingBoxCallback, osgAnimation::MorphGeometry::UpdateVertex osgAnimation::RigGeometry::UpdateVertex ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation::Action.cpp - Bug?
I have commited a fix, could you have a try ? And if you can could you provide a sample data that generated this error ? because it does not makes sense to have an Action that has 0 frames, so I would like to check the input data. Cedric On Tue, 2011-02-15 at 06:31 -0200, Renato Silveira wrote: I compile the osg library with the svn last version and I got a dynamic error after load my FBX file. Integer division by zero. I debugged and found that the error was in the first line of the function: bool osgAnimation::Action::evaluateFrame(unsigned int frame, unsigned int resultframe, unsigned int nbloop ) { nbloop = frame / getNumFrames(); resultframe = frame; Perhaps my FBX model lacks some information. Just to test, I write the following condition after that line: _numberFrame = (getNumFrames() == 0)? 25 : getNumFrames(); nbloop = frame / getNumFrames(); and everything works. I don't know if it is a bug or a problem with my model, but it fixed the problem. Any suggestions for a more appropriate fix? Renato -- Renato Silveira (Ph. D. Student) Informatics Institute - UFRGS Porto Alegre - RS - Brazil http://www.inf.ufrgs.br/~rsilveira ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation::Action.cpp - Bug?
Hi, Can you convert your sample to osg format, I dont have fbx plugin. Yeah I know you will have a message every frame, but good motivation to clean input data :) Cedric On Wed, 2011-02-23 at 21:39 -0300, Renato Silveira wrote: This fix solved the problem. I'm sending the model I used to test. I'll have to edit this model and eliminate this actions with 0 frames because I got the new warning message every frame =) Renato On Wed, Feb 23, 2011 at 7:53 PM, Cedric Pinson cedric.pin...@plopbyte.net wrote: I have commited a fix, could you have a try ? And if you can could you provide a sample data that generated this error ? because it does not makes sense to have an Action that has 0 frames, so I would like to check the input data. Cedric On Tue, 2011-02-15 at 06:31 -0200, Renato Silveira wrote: I compile the osg library with the svn last version and I got a dynamic error after load my FBX file. Integer division by zero. I debugged and found that the error was in the first line of the function: bool osgAnimation::Action::evaluateFrame(unsigned int frame, unsigned int resultframe, unsigned int nbloop ) { nbloop = frame / getNumFrames(); resultframe = frame; Perhaps my FBX model lacks some information. Just to test, I write the following condition after that line: _numberFrame = (getNumFrames() == 0)? 25 : getNumFrames(); nbloop = frame / getNumFrames(); and everything works. I don't know if it is a bug or a problem with my model, but it fixed the problem. Any suggestions for a more appropriate fix? Renato -- Renato Silveira (Ph. D. Student) Informatics Institute - UFRGS Porto Alegre - RS - Brazil http://www.inf.ufrgs.br/~rsilveira ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Renato Silveira (Ph. D. Student) Informatics Institute - UFRGS Porto Alegre - RS - Brazil http://www.inf.ufrgs.br/~rsilveira -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Announcing osg.js
Sure, Do the lift you want and send me back your update I will be happy to look at it and report it back on osg.js Cheers, Cedric On Sat, 2011-02-19 at 19:29 +0100, Martin Scheffler wrote: Very awesome! I'm especially interested in the JS side - I've just been looking for a javascript linear algebra library to use with my own project (http://www.sourceforge.net/apps/mediawiki/delta3d-extras/index.php?title=DtEntity) Mind if I lift your vector, matrix and quat classes? I've already tried them out and they seem to work perfect! The only thing I missed was a function to rotate a vec around a quaternion, so I wrote one: (in osg.Quat:) Code: rotate: function(q, v, result) { var uv = [0, 0, 0]; var uuv = [0, 0, 0]; osg.Vec3.cross(q, v, uv); osg.Vec3.cross(q, uv, uuv); osg.Vec3.mult(uv, 2.0 * q[3], uv); osg.Vec3.mult(uuv, 2.0, uuv); osg.Vec3.add(v, uv, result); osg.Vec3.add(result, uuv, result); }, Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=36860#36860 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Announcing osg.js
Hi, I am actually working on WebGL and I started to write a subset of OpenSceneGraph in javascript to use with new WebGL extension in browser. The project is young and needs people to test/try contribute. But it's here and I hope it will helps people who wants to make opengl application on the web easier like OpenSceneGraph does for desktop. Want to try ? get firefox 4 beta or install chromium/chrome (the last stable version has WebGL enabled) http://osgjs.org Some examples are also on my website http://plopbyte.net/blog/ Cool demo will come a bit later :) Any constructive feedback is welcome Cedric -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OsgAnimation questions, strange fps and splitting animations
Hi Thomas, I have been able to check a bit your models, I am able to reproduce the slow down. I am not sure at 100% but I am confident it comes from the sampler. Why ? because there is not yet a cache enabled inside, there is some intial code to do it, but not yet finish. So when you have a long animation it will be slower and slower to evaluate the key. And when the animation loop to the frame 0 it's fast as before. It explains completely why it slowdowns during time. To fix this, we need to fix getKeyIndexFromTime and use the _lastKeyAccess as cache. For nathan the animation is small so it makes sense that you dont notice it. Hopes it will help, I would like to do more but I am a bit busy right now. I will try to check culling time ... Cheers, Cedric On Wed, 2011-02-02 at 21:53 +, Thomas Hogarth wrote: Hi Cedric Can you send the me files in osg, osgt, osgb. Then I will check those format before trying the fbx plugin (I dont have it installed yet) The link I sent you was to a rar archive containing all the formats you requested, I'll resend the link in a mo. Also what platform are you on. I can get you an FBX plugin for Windows VS 2008 or OSX XCode 3.x if you like. I don't currently have a linux box setup but can look into it if you want? Thanks again Tom -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] OsgAnimation questions, strange fps and splitting animations
Hi Thomas, Can you send the me files in osg, osgt, osgb. Then I will check those format before trying the fbx plugin (I dont have it installed yet) Regards, Cedric On Tue, 2011-02-01 at 18:37 +, Thomas Hogarth wrote: Hi Cedric Thanks for the feedback, If you experience something weird, I would need test cases to reproduce and have a look to what's is wrong. So provide an osg file then I will be able to look at it. Just converted the the fbx to a few native formats here are my running results .osg = loads but doesn't play the animation any more. No warnings seem to be generated, however the character is not in the default pose .osgt = Does not load and produces the following error.' AsciiInputIterator::readProperty(): Unmatched property Head, expecting KeyFrameContainer' .osgb = Loads and plays the animation but does produce the following warnings. 'InputStream::readObject(): Unsupported wrapper class osg::ComputeBoundingBoxCalback', 'InputStream::readObject(): Unsupported wrapper class osg::UpdateCallback'. It also produces the same gradual decrease in fps .osgx = Does not load and produces the following error. 'XmlInputIterator::readProperty(): Unmatched property Head, expecting KeyFrameContainer. I'll provide you with a private link to the actual files as I purchased the model from turbosquid and don't think i should leave a public link, but guess I can trust you :). I also noticed the more I watch that the decrease does actually sync with the animation. As he starts to play the death animations things get slower. Could it just be more of the bones are actually animated in these later animations? Cheers Tom -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Blender osgExport nodemask
Hi Ricky, Sure it could make sense to setup a default nodemask when exporting from the gui. I can't apply your patch in the current state. It would need to be more general, like putting it in the gui or option ... I have added an issue https://bitbucket.org/cedricpinson/osgexport/issue/3/add-default-nodemask An alternative should be to setup a specific name to your root node from blender, then apply a visitor that will tag your graph with a specific nodemask when loading it in osg. Cedric On Thu, 2010-12-16 at 13:29 +0100, Riccardo Corsi wrote: Hi Cedric and all, I'm currently using Blender and osgExport and I've seen that the exporter doesn't assign any nodemask to the exported scenegraph. Setting nodemasks from blender might be useful to identify/preprocess some imported models in osg. I'm a total noob in python, but the modified version of osgobject.py does the trick of setting a default nodemaks. Do you think it's hard to retrieve the nodemask value from the config file, or expose a control on the exporter GUI? That would be a nice add on! Thank you, ricky ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] animationPath from Blender?
Hi, One way to do it, is to use osgAnimation to play your path, the idea is to bake the path to an ipo in blender. Another way should be to improve the blender exporter to export AnimationPath in 'osg' and not 'osgAnimation' look to in the mailing history: [osg-users] [osgPlugins] blender osgExport with IPO Curve http://forum.openscenegraph.org/viewtopic.php?p=22027#22027 Cheers, Cedric On Thu, 2010-12-09 at 22:00 +0100, Luca Vezzadini wrote: Hi, We would need to create anim paths in Blender and export them, so to attach them to some objects (a camera, a moving truck, ...). While the Max exporter handles anim curves properly and exports animationPaths, it seems that this is not feasible in Blender. I've also checked out the latest version of the script and apparently this feature is not supported. Can anybody suggest a way to get around it? We would like our paths to be generic enough, so to be used with more than one object (imagine a library of predefined anim paths that you can link to any object you like...). Thanks, Luca -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34676#34676 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation : feeding MorphGeometry into RigGeometry
Hi Peter, Do you have some sample data in order I test it and debug ? In theory piece are here to make it work but I have not been able to use this path. I would need to experiment with an example if you have one Cheers, Cedric On Sun, 2010-12-05 at 15:54 +0100, Peter Wrobrl wrote: Hi, I'm feeding a MorphGeometry into RigGeometry, to achieve Character Animation with Facial Morphing. The system works, but it is unclear where to attach the osgAnimation::UpdateMorph. Two cases ( Source Attached ) : 1.) Animation for UpdateMorph does not work GroupRoot ( with BasicAnimtionManager and an animation ) --Skeleton Geode ( with UpdateMorph ) --RigGeometry MorphGeometry ( Morph Base ) --Geometry ( Morph Target ) 2.) Animation Works, but skinned and unskinned ( both morphing ) is Visible GroupRoot ( with BasicAnimtionManager and an animation ) --Skeleton GeodeRig --RigGeometry MorphGeometry ( Instanced bellow ) --GeodeMorph ( with UpdateMorph ) MorphGeometry ( Morph Base ) --Geometry ( Morph Target ) I cannot turn off the NodeMask for the GeodeMorph, as then the UpdateMorph does not calculate. So how can I attach the UpdateMorph so that the skin gets morphed ( before Bone Influence ) and only one geometry been visible ? Btw, Cedric, should a FloatLinearChannel not be rather named morph than 0 ? Moreover, I'm writing out the file, there are issues in reading it back with the osganimationviewer. I'm using SVN Version 2.9.10 Thank you! Cheers, ParticlePeter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34536#34536 Attachments: http://forum.openscenegraph.org//files/osgmorphskin_102.zip ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation : feeding MorphGeometry into RigGeometry
Arf sorry, I have not seen the link about the attachment :) I will dig into Cedric On Sun, 2010-12-05 at 15:54 +0100, Peter Wrobrl wrote: Hi, I'm feeding a MorphGeometry into RigGeometry, to achieve Character Animation with Facial Morphing. The system works, but it is unclear where to attach the osgAnimation::UpdateMorph. Two cases ( Source Attached ) : 1.) Animation for UpdateMorph does not work GroupRoot ( with BasicAnimtionManager and an animation ) --Skeleton Geode ( with UpdateMorph ) --RigGeometry MorphGeometry ( Morph Base ) --Geometry ( Morph Target ) 2.) Animation Works, but skinned and unskinned ( both morphing ) is Visible GroupRoot ( with BasicAnimtionManager and an animation ) --Skeleton GeodeRig --RigGeometry MorphGeometry ( Instanced bellow ) --GeodeMorph ( with UpdateMorph ) MorphGeometry ( Morph Base ) --Geometry ( Morph Target ) I cannot turn off the NodeMask for the GeodeMorph, as then the UpdateMorph does not calculate. So how can I attach the UpdateMorph so that the skin gets morphed ( before Bone Influence ) and only one geometry been visible ? Btw, Cedric, should a FloatLinearChannel not be rather named morph than 0 ? Moreover, I'm writing out the file, there are issues in reading it back with the osganimationviewer. I'm using SVN Version 2.9.10 Thank you! Cheers, ParticlePeter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34536#34536 Attachments: http://forum.openscenegraph.org//files/osgmorphskin_102.zip ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation : feeding MorphGeometry into RigGeometry
Hi Peter, I have a fix, but it's not the ideal solution. The idea is to cull the morph geometry but to update it. In order to do that you can add a cull callback that does not traverse child. I have updated your sample to demonstrate the technique. Note you have to add group in your hierarchy in order the cull callback works, it's because the cull visitor iterate on drawable geode even if there is a cull callback that does not traverse. You can see why with more detail in osgUtil/CullVisitor.cpp:712 but doing it for a group will do the things and will filter the subgraph only on rednering part. Another way would be to setup the cull mask traversal but I dont remember where it must be set. About the channel '0' it's because the channel is associated to the index of shape, it has been done like that in the past, it can be a problem if you have more than one morphGeometry instance on a subgraph driven by an animation manager. For skinning bones are named so I guess we would need the same things for morph geometry. Cheers, Cedric On Sun, 2010-12-05 at 15:54 +0100, Peter Wrobrl wrote: Hi, I'm feeding a MorphGeometry into RigGeometry, to achieve Character Animation with Facial Morphing. The system works, but it is unclear where to attach the osgAnimation::UpdateMorph. Two cases ( Source Attached ) : 1.) Animation for UpdateMorph does not work GroupRoot ( with BasicAnimtionManager and an animation ) --Skeleton Geode ( with UpdateMorph ) --RigGeometry MorphGeometry ( Morph Base ) --Geometry ( Morph Target ) 2.) Animation Works, but skinned and unskinned ( both morphing ) is Visible GroupRoot ( with BasicAnimtionManager and an animation ) --Skeleton GeodeRig --RigGeometry MorphGeometry ( Instanced bellow ) --GeodeMorph ( with UpdateMorph ) MorphGeometry ( Morph Base ) --Geometry ( Morph Target ) I cannot turn off the NodeMask for the GeodeMorph, as then the UpdateMorph does not calculate. So how can I attach the UpdateMorph so that the skin gets morphed ( before Bone Influence ) and only one geometry been visible ? Btw, Cedric, should a FloatLinearChannel not be rather named morph than 0 ? Moreover, I'm writing out the file, there are issues in reading it back with the osganimationviewer. I'm using SVN Version 2.9.10 Thank you! Cheers, ParticlePeter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=34536#34536 Attachments: http://forum.openscenegraph.org//files/osgmorphskin_102.zip ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net /* -*-c++-*- * Copyright (C) 2008 Cedric Pinson morni...@plopbyte.net * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #include iostream #include osg/Geometry #include osg/MatrixTransform #include osg/Geode #include osgViewer/Viewer #include osgViewer/ViewerEventHandlers #include osgGA/TrackballManipulator #include osgGA/StateSetManipulator #include osgUtil/SmoothingVisitor #include osg/io_utils #include osgAnimation/RigGeometry #include osgAnimation/MorphGeometry #include osgAnimation/BasicAnimationManager #include osgDB/ReadFile #include osgDB/WriteFile struct FilterCullCallback : osg::NodeCallback { virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) { // do nothing and stop traverse } }; bool validPointer( osg::Object * pointer , std::string error ) { if ( pointer ) return true ; else std::cout error std::endl std::endl ; return false ; } class RigGeometryFinder : public osg::NodeVisitor { public : RigGeometryFinder() : osg::NodeVisitor( osg::NodeVisitor::TRAVERSE_ALL_CHILDREN ) {} void apply( osg::Geode geode ) { if ( _rigGeometry.valid() ) return ; for( unsigned int i = 0 ; i geode.getNumDrawables() ; ++i ) { osgAnimation::RigGeometry * rigGeometry = dynamic_cast osgAnimation::RigGeometry * ( geode.getDrawable( i ) ) ; if ( rigGeometry ) { _rigGeometry = rigGeometry ; return ; } } } osgAnimation::RigGeometry * getRigGeometry
Re: [osg-users] Blender osgExport multiple animations
Hi, Here the blender file related to nathan http://hg.plopbyte.net/osgexport/raw-file/b76cc7564847/data/nathan/character.blend Maybe it will helps Cheers, Cedric On Wed, 2010-10-06 at 10:52 +0200, Alberto Luaces wrote: Michail Lanam writes: Hello. How do i split animations in Blender so they can be exported as separate by osgExport? Also how do i join multiple object animations in one? Like, nathan.osg has different animations, not just one continuous animation, nor he has separate animations for each geode. Hi Michail, In blender, you have to create several different animations in the Action editor. As for joining/splitting existing animations, I'm not sure how to do that. Maybe you can copy several channels to other animation... -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Blender osgExport multiple animations
Hi Alberto, Yes Ipo as Action does not works, but you should be able to export ipo assigned to object. I have added some python script in pokme to merge ipo with bones animation but after the exporter step. In blender 2.5 animation system has been refactored so I guess It will be easier to manage animations. About that osgexport is not ready for blender 2.5, there is a repository for the 2.5 version but in early dev stage... Cheers, Cedric On Wed, 2010-10-06 at 17:11 +0200, Michail Lanam wrote: Alberto Luaces wrote: Hi Michail, In blender, you have to create several different animations in the Action editor. As for joining/splitting existing animations, I'm not sure how to do that. Maybe you can copy several channels to other animation... -- Alberto The export works only with bones, the IPOs in Action are ignored. Cedric, your osgExport-2.5 support IPOs in Actions, or there's no need to update? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32460#32460 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Blender osgExport multiple animations
Hi, Back to the first question the anwser is that you can't carry multiple ipo to an object. I added extra code in pokme to manage this cases but it's specific to my pipeline. I dont remember all the details so best is to look inside pokme project. Cedric On Wed, 2010-10-06 at 18:10 +0200, Michail Lanam wrote: Cedric Pinson wrote: Yes Ipo as Action does not works, but you should be able to export ipo assigned to object. I have added some python script in pokme to merge ipo with bones animation but after the exporter step. And again, suddenly, it comes to the beginning of the thread as i don't see way one object could carry multiple IPOs without Actions, correct me if i'm wrong. Well I'll, look at the pokme script, and see what i can do with your script. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32464#32464 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] osgAnimation and TimelineAnimationManager
Hi Jamie, In fact the plan was to switch the frame from int to float, and to be able to configure the frame resolution. I am a bit busy to take care about that right now, so any helps is welcome. Have a try and let me know Cheers, Cedric On Wed, 2010-10-06 at 20:11 +0200, Garrett Cope wrote: Hi Cedric, Thanks much, that was very helpful for debugging. Everything is working now. The problem ended up being that actions added using AddActionAt(...) to add actions at the zero frame. They seemed to be skipped so that the action is never activated. If I added a slight amount to the start time or just use addActionNow() everything is fine. One other question: Is there a reason that framerate (in Action and Timeline) is hardcoded with no public interface? If not, I can easily add this. Thank you! Cheers, Jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32485#32485 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] osgAnimation and TimelineAnimationManager
Hi Jamie, I have started the Timeline Animation manager with pokme project... It worked when I used it, so I guess you can have a look to the source of pokme http://hg.plopbyte.net/pokme I know that this manager needs more work but I didn't have the time to improve it... anyway if you have sample code to reproduce the problem I will be happy to help. For info, pokme use timeline animation manager with skinned model Cheers, Cedric On Tue, 2010-10-05 at 21:32 +0200, Garrett Cope wrote: Hi, I was wondering if Cedric or anyone else has gotten the TimelineAnimationManager to work with skinned animations (RigGeometry - hardware or software)? I am trying to port my functional BasicAnimationManager implementation over to TimelineAnimationManager as shown in the osgAnimationTimeline example and everything breaks. The timeline seems to update fine, but the rig update is updating with all identity matrices, so no change is seen. Any ideas or examples anyone has other than osgTimelineAnimation? Thanks, Jamie -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=32422#32422 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgswig / osgpython
Hi, I have tried to compile osgswig (python), unfortunately there is a compile issue. I have tried to fix it to build with the trunk of osg, I have really improve the binding of missing stuff, just to be able to build it. I push the mercurial diff on this repository: http://hg.plopbyte.net/osgswig/ Is there a better mailing list to talk about it ? Cheers, Cedric -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Tool to inspect instance of Referenced/Object
Hi Robert, I have started to add some hook in osg::Referenced to be able to catch information about instanciation and destruction, My idea was to add an InstanceHandler like the DeleteHandler. i have tried to use thos two mecanism to be able to catch creation and destruction without more intrusive code in Referenced.cpp The problem is that Referenced can be created without new. So it means that the DeleteHandler will not be called with my specific code. Before (when 'hacked') it works because I have a symmetric mechanism (constructor/destructor). I dont see another solution than patching the destructor of Referenced to call the an Unlog method or a more generic name. To be clear can we have a second mecanism to log/unlog instance of referenced. I can add a compile time flag and/or environnement variable. But without doing that I dont know how to do it. Any Idea ? Cheers, Cedric On Sun, 2010-08-08 at 15:06 +0100, Robert Osfield wrote: Hi Cedric, I'm just quickly scanning through osg-users as I'm only around briefly before I head off on another weeks trip, this means I don't have time to dive in and start reviewing code and thinking about various possibilities. The best I can do right now is to give you my first gut reaction. First up I have now strong opinion on this general feature, the only key part would be that it doesn't affect performance or overcomplicate code and risk introducing bugs. Second thought is that having multiple interfaces that can be customized would complicate the API and implementation, so might it be possible wrap it all up in one customizable functor i.e something like generalizing the DeleteHandler so it can do what it does right now and do the extra stuff you want. It might need renaming as a class, but I doubt it would affect too many users as DeleteHandler is a very niche feature. Robert. On Mon, Aug 2, 2010 at 8:39 AM, Cedric Pinson cedric.pin...@plopbyte.net wrote: Hi Robert, I have work on a small tool to detect how a program evolve during time, It tracks the numer of instance of each object inherited from osg::Referenced. I use this to detect 'leak' but release when quitting the program so not really a leak but to detect consumption of too much memory during runtime. The tool to works need modification in osg::Referenced. because there is already a mecanism to set a custom DeleteHandler, I thought we could do the same to intercept instanciation of osg::Referenced with a custom InstanceHandler ? In my use case, I have used a NodeCallBack that dump every second the current instance of Referenced and Object, then I have used a function to dump the gnuplot script from the data store each seconds. Some screenshoot will help to understand how I use it: http://plopbyte.net/tmp/combined.png http://plopbyte.net/tmp/individual.png here the data generated to build the graph http://plopbyte.net/tmp/data.dat http://plopbyte.net/tmp/plot.script What do you think ? I have attached my modified Referenced and Referenced.cpp to work with my tool, but It would need to be more generic like the DeleteHandler to enter in OSG. Cheers, Cedric -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] blender exporter question
Hi Simone, The best way should be to update osgART component to work with the last version of osg. I remember that a version of the exporter worked with osg-2.8 but the code (in exporter and osgAnimation contains bugs). I remember that some patch related to osgAnimation have been backported to the last release of osg-2.8.2 so I think you could have a try with this version and try if osgART works with it. In this case you could use the last exporter I think. If you want to try different version of osgexport You can install mercurial get the repository with a specific revision. I dont have time to check with more details right now. Have a try with osg-2.8.2 and tell me if it works for you Cheers, Cedric On Fri, 2010-08-13 at 10:51 +0200, Simone Mangano wrote: Hi Cedric, I have a question about your blender exporter to osg format. I'm developing an augmented reality application and want to display some animated models that uses bones animations like for example avatar.osg example in the osg data folder. I exported succesfully an example that works with osganimationviewer in osg 2.9.8 but unfortunately with this version of osg I'm having problems with the osgART library I'm using to connect with artoolkit. By the way I can use 2.8 version of the openscenegraph lib but the models I'm exporting seems not to work, some models results not coplete and some others doesn't display nothing, I imagine that the current version of exporter uses an osg format that don't work with 2.8. Is there a way to download an old version of the exportar to use for the 2.8 version? thanks a lot Simone Mangano -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation w hardware skinning clears model-stateset
Hi Rob, Thank you for the fix, I have merged the changes to the trunk. Please next time, use the osg-submission mailing list to submit patch. Thank you, Regards, Cedric On Tue, 2010-08-03 at 17:38 +0200, Rob Smith wrote: Hi, I had some serious problems getting a hardware-skinned model texured because the skinning-shader overwrites the statesete of the model. With that all loaded textures and other material-stuff were deleted. So here's a tiny diff, that makes use of the existing stateset: Code: Index: src/osgAnimation/RigTransformHardware.cpp === --- src/osgAnimation/RigTransformHardware.cpp (revision 11685) +++ src/osgAnimation/RigTransformHardware.cpp (working copy) @@ -255,11 +255,11 @@ } program-addShader(_shader.get()); -osg::ref_ptrosg::StateSet ss = new osg::StateSet; +osg::StateSet* ss = geom.getOrCreateStateSet(); ss-addUniform(getMatrixPaletteUniform()); ss-addUniform(new osg::Uniform(nbBonesPerVertex, getNumBonesPerVertex())); ss-setAttributeAndModes(program.get()); -geom.setStateSet(ss.get()); + _needInit = false; return true; } Cheers, Rob -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=30495#30495 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Tool to inspect instance of Referenced/Object
Hi Robert, I have work on a small tool to detect how a program evolve during time, It tracks the numer of instance of each object inherited from osg::Referenced. I use this to detect 'leak' but release when quitting the program so not really a leak but to detect consumption of too much memory during runtime. The tool to works need modification in osg::Referenced. because there is already a mecanism to set a custom DeleteHandler, I thought we could do the same to intercept instanciation of osg::Referenced with a custom InstanceHandler ? In my use case, I have used a NodeCallBack that dump every second the current instance of Referenced and Object, then I have used a function to dump the gnuplot script from the data store each seconds. Some screenshoot will help to understand how I use it: http://plopbyte.net/tmp/combined.png http://plopbyte.net/tmp/individual.png here the data generated to build the graph http://plopbyte.net/tmp/data.dat http://plopbyte.net/tmp/plot.script What do you think ? I have attached my modified Referenced and Referenced.cpp to work with my tool, but It would need to be more generic like the DeleteHandler to enter in OSG. Cheers, Cedric -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net /* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield * * This library is open source and may be redistributed and/or modified under * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or * (at your option) any later version. The full license is in LICENSE file * included with this distribution, and on the openscenegraph.org website. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * OpenSceneGraph Public License for more details. */ #include stdlib.h #include osg/Referenced #include osg/Notify #include osg/ApplicationUsage #include osg/Observer #include typeinfo #include memory #include set #include OpenThreads/ScopedLock #include OpenThreads/Mutex #include osg/DeleteHandler #include ReferencedExtra.cpp namespace osg { //#define ENFORCE_THREADSAFE //#define DEBUG_OBJECT_ALLOCATION_DESTRUCTION // specialized smart pointer, used to get round auto_ptr's lack of the destructor reseting itself to 0. templatetypename T struct ResetPointer { ResetPointer(): _ptr(0) {} ResetPointer(T* ptr): _ptr(ptr) {} ~ResetPointer() { delete _ptr; _ptr = 0; } inline ResetPointer operator = (T* ptr) { if (_ptr==ptr) return *this; delete _ptr; _ptr = ptr; return *this; } void reset(T* ptr) { if (_ptr==ptr) return; delete _ptr; _ptr = ptr; } inline T operator*() { return *_ptr; } inline const T operator*() const { return *_ptr; } inline T* operator-() { return _ptr; } inline const T* operator-() const { return _ptr; } T* get() { return _ptr; } const T* get() const { return _ptr; } T* _ptr; }; typedef ResetPointerDeleteHandler DeleteHandlerPointer; typedef ResetPointerOpenThreads::Mutex GlobalMutexPointer; OpenThreads::Mutex* Referenced::getGlobalReferencedMutex() { static GlobalMutexPointer s_ReferencedGlobalMutext = new OpenThreads::Mutex; return s_ReferencedGlobalMutext.get(); } // helper class for forcing the global mutex to be constructed when the library is loaded. struct InitGlobalMutexes { InitGlobalMutexes() { Referenced::getGlobalReferencedMutex(); } }; static InitGlobalMutexes s_initGlobalMutexes; #if !defined(_OSG_REFERENCED_USE_ATOMIC_OPERATIONS) static bool s_useThreadSafeReferenceCounting = getenv(OSG_THREAD_SAFE_REF_UNREF)!=0; #endif // static std::auto_ptrDeleteHandler s_deleteHandler(0); static DeleteHandlerPointer s_deleteHandler(0); static ApplicationUsageProxy Referenced_e0(ApplicationUsage::ENVIRONMENTAL_VARIABLE,OSG_THREAD_SAFE_REF_UNREF,); void Referenced::setThreadSafeReferenceCounting(bool enableThreadSafeReferenceCounting) { #if !defined(_OSG_REFERENCED_USE_ATOMIC_OPERATIONS) s_useThreadSafeReferenceCounting = enableThreadSafeReferenceCounting; #endif } bool Referenced::getThreadSafeReferenceCounting() { #if defined(_OSG_REFERENCED_USE_ATOMIC_OPERATIONS) return true; #else return s_useThreadSafeReferenceCounting; #endif } void Referenced::setDeleteHandler(DeleteHandler* handler) { s_deleteHandler.reset(handler); } DeleteHandler* Referenced::getDeleteHandler() { return s_deleteHandler.get(); } #ifdef DEBUG_OBJECT_ALLOCATION_DESTRUCTION OpenThreads::Mutex getNumObjectMutex() { static OpenThreads::Mutex s_numObjectMutex; return s_numObjectMutex; } static int s_numObjects = 0; #endif Referenced::Referenced(int dontlog): #if defined
Re: [osg-users] Tool to inspect instance of Referenced/Object
Hi Jean Sebastien, My implementation just add a call in constructor and destructor of osg::Referenced, and then in a map increment or decrement from the type. It's really simple but was helpful. I will see how Robert answer, and we will adjust how to put our stuff and mixing them in osg. Cheers, Cedric On Mon, 2010-08-02 at 09:32 -0400, Jean-Sébastien Guay wrote: Hi Cedric, I have work on a small tool to detect how a program evolve during time, It tracks the numer of instance of each object inherited from osg::Referenced. I use this to detect 'leak' but release when quitting the program so not really a leak but to detect consumption of too much memory during runtime. The tool to works need modification in osg::Referenced. because there is already a mecanism to set a custom DeleteHandler, I thought we could do the same to intercept instanciation of osg::Referenced with a custom InstanceHandler ? A while ago I suggested a similar modification to osg::Referenced to be able to register all instances of osg::Referenced created, and dump the current state at a given time. http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/37589/focus=38000 http://thread.gmane.org/gmane.comp.graphics.openscenegraph.cvs/4682 I used this to find a runtime memory leak caused by a circular reference in osgShadow::StandardShadowMap and related classes. The ShadowTechnique had a ref_ptr to the scene camera, and indirectly (through the scene's children eventually going to the ShadowedScene) the camera also had a ref_ptr to the ShadowTechnique, so both their ref counts always stayed = 1 and the whole scene was never deleted. This was a big memory leak for us since our software needs to be able to load many scenarios during its runtime, and we expected the whole scene to be deleted when a new scenario was loaded. However, Robert asked that I wire in support to enable/disable my modifications in CMake, which made sense, but I never got around to doing it. :-( Perhaps if your modifications get accepted I'd be able to adapt what I had done and we'd get the best of both worlds. Do your changes also intercept calls to ref(), unref() and unref_nodelete()? That was useful to me in order to find out who was keeping refs to my objects and not releasing them. Good work, J-S -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Human 3d model animation/motion
Hi Sanat, If you want to use blender the best way to export is to use osgexport for blender IMO. I did osgAnimation and osgexport for blender at the same time. If you plan to use 3dsmax or other I guess the best is to use collada. You can get osgexport here http://hg.plopbyte.net/osgexport/ with mercurial like this: hg clone http://hg.plopbyte.net/osgexport/ You will find some 'template' data in the repository as example ready to export and usable in osg. Cheers, Cedric On Wed, 2010-07-14 at 00:52 +0200, Sanat Talmaki wrote: Hi Glenn, As if now, I was hoping to use open source tools for at least the conversion to osg part. I did some reading following Jean's and Martin's post and I kind of followed the following: 1) Since I am trying to use models in my simulation, I wouldn't want to spend too much time on creating rigged+animated models in blender/3ds etc. I would want to buy/use already rigged+animated models. 2)In Blender, to export, I presume Collada 1.4 is the best format to pick in order to preserve animations and skins. 3) The part I am having trouble getting figured out is this: Assuming I have a model in dae format (collada). I didn't find any example where this can be used in a simulation straight away taking advantage of the animation already present in the model. I am already working on an osg app using visual studio and was not sure if I can use just the character animation part of delta 3d as osg satisfies my other requirements so far. Thanks, Sanat. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29975#29975 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Character animation in OSG
Hi Michele, In osgAnimation a Bone inherit from MatrixTransform so a way to do it run a visitor that will check the matrix of your Bone. Another way could be to add a Custom callback to your bone that will do something on your Bone. I have not tried yet but I guess both way should work. Cheers, Cedric On Mon, 2010-07-12 at 17:30 +0200, Michele Olsen wrote: Hello, I've been working in osgCal and cal3d for a few weeks now and one thing I would like to see in osgAnimation is the capability to control a bone during a cycle animation. Specifically, I want to be able to control where a head is looking while an idle animation is playing. I don't think there is a simple way to do it in osgCal or cal3d, or I haven't found it yet. Also, documentation could be improved upon. Thanks for all your hard work! Michele -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29926#29926 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osganimationsolid example
Hi, The channel are linked to target with name. To check the name that works you can read the files: src/osgAnimation/StackedRotateAxisElement.cpp src/osgAnimation/StackedTranslateElement.cpp src/osgAnimation/StackedScaleElement.cpp src/osgAnimation/StackedQuaternionElement.cpp src/osgAnimation/StackedMatrixElement.cpp The logic to understand the link operation for those elements are located in src/osgAnimation/StackedMatrixElement.cpp: bool UpdateMatrixTransform::link(osgAnimation::Channel* channel) { const std::string channelName = channel-getName(); // check if we can link a StackedTransformElement to the current Channel for (StackedTransform::iterator it = _transforms.begin(); it != _transforms.end(); ++it) { StackedTransformElement* element = it-get(); if (element !element-getName().empty() channelName == element-getName()) { Target* target = element-getOrCreateTarget(); if (target channel-setTarget(target)) return true; } } OSG_INFO UpdateMatrixTransform::link Channel channel-getName() does not contain a symbolic name that can be linked to a StackedTransformElement. std::endl; return false; } For the Material animation you will have to look to src/osgAnimation/UpdateMaterial.cpp The euler you are talking are not in the trunk anymore, it means that osganimationsolid, has not been updated and should use something like rotateaxis. I hope this little explanation will help you. Cheers, Cedric -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net On Thu, 2010-07-08 at 11:53 +0200, Raymond de Vries wrote: Hi Gianni, As far as I can see the euler animation is not working at all: no rotation. The euler animation is not 'routed', so to say. There are no 'pre-defined' words or so, the words have to match for correct routing (like the 'position'). regards Raymond On 7/7/2010 6:31 PM, Gianni Ambrosio wrote: Hi All, I tried to look at the osganimationsolid example but I'm not sure to understand it correctly. Is seems to me that the way a channel is conected to an animation is string diven. Example (from osganimationsolid): osgAnimation::Vec3LinearChannel* channelAnimation2 = new osgAnimation::Vec3LinearChannel; channelAnimation2-setTargetName(AnimatedCallback); channelAnimation2-setName(euler); channelAnimation2-getOrCreateSampler()-getOrCreateKeyframeContainer()-push_back(osgAnimation::Vec3Keyframe(0, osg::Vec3(0,0,0))); channelAnimation2-getOrCreateSampler()-getOrCreateKeyframeContainer()-push_back(osgAnimation::Vec3Keyframe(1.5, osg::Vec3(2*osg::PI,0,0))); osgAnimation::Animation* anim2 = new osgAnimation::Animation; anim2-addChannel(channelAnimation2); anim2-setPlaymode(osgAnimation::Animation::LOOP); So the name euler is the only way I see that states the channel values are related to a rotation. Is it correct? If so, where can I find the list of all strings available? Regards Gianni -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29799#29799 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Question about osgAnimation Bezier curves
Hi, p is point i is control point in o is control point out You maybe interested to look in file include/osgAnimation/BezierCubic and include/osgAnimation/Interpolator It's where the bezier code are located Cheers, Cedric On Mon, 2010-07-05 at 09:35 +, daniele argiolas wrote: What are p, i, o parameters of Vec3CubicBezier template? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=29667#29667 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] hierarchy animation in FBX problem
Hi, In fact osganimationviewer works but you need to play with the camera to see find your object :) I thought It could comes from the refactore of osgGA manipulator something that would change in the context of osganimationviewer. Anyway I will have to dig and fix it. Just to warn you that if you search in the scene you may find your object :) Cheers, Cedric On Fri, 2010-06-04 at 09:45 +0100, Michael Platings wrote: I'm using all the latest code from SVN, details here: http://www.openscenegraph.org/projects/osg/wiki/Downloads/SVN osgAnimationViewer is broken at present so I'm using osgViewer, except I modified it to automatically play any animations it finds. On 4 June 2010 08:38, Eric Pouliquen eric.pouliq...@gmail.com wrote: Hi Michael, The sequence on your screenshots is correct ! Did you try to open it directly in osganimationviewer ? Just to be sure that the problem is not in this app. So that's a really good point for me if you managed to see the anim in osg ! I need now to ask you where to find code source of the version you talked about ? * I did'nt find the 2011.2 OpenSceneGraph FBX plugin version... can you tell me the svn folder ? * which version of osg are you using ? * My last tests of compilation crashed because the fbx plugin code search osgAnimation include which doesn't exist anymore :( If you can help just to set all correct versions... Thanks a lot for your help ! Eric -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28567#28567 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgAnimation osg files
Hi Robert, All I dont know how yet, but it seems there is a regression in osgAnimation related to load nathan.osg files in osganimationviewer example. Robert, or other people who sent submission about osgAnimation or serializers if you have any idea. I will take it. Cheers, Cedric -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation osg files
I made a quick test, and it seems that other examples related to osgAnimation works fine, I suppose it's just something related to display. I will continue to debug it later Cheers, Cedric On Wed, 2010-06-02 at 12:45 +0200, Cedric Pinson wrote: Hi Robert, All I dont know how yet, but it seems there is a regression in osgAnimation related to load nathan.osg files in osganimationviewer example. Robert, or other people who sent submission about osgAnimation or serializers if you have any idea. I will take it. Cheers, Cedric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation osg files
Ok in fact it works, just the camera is not set correctly by default. So the nathan.osg is loaded but very far and clipped. I will check later why ... Cheers, Cedric On Wed, 2010-06-02 at 13:22 +0200, Cedric Pinson wrote: I made a quick test, and it seems that other examples related to osgAnimation works fine, I suppose it's just something related to display. I will continue to debug it later Cheers, Cedric On Wed, 2010-06-02 at 12:45 +0200, Cedric Pinson wrote: Hi Robert, All I dont know how yet, but it seems there is a regression in osgAnimation related to load nathan.osg files in osganimationviewer example. Robert, or other people who sent submission about osgAnimation or serializers if you have any idea. I will take it. Cheers, Cedric ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] How to correctly manage animations?
Hi Alessandro, Yeah the list of animation is copied. Good to know it works now. I added this to the mailing list for log for other users. Cheers, Cedric On Wed, 2010-06-02 at 23:30 +0200, alessandro terenzi wrote: Ok, I think I found where the problem was...I was doing something like this: // in the apply method... ... osgAnimation::AnimationManagerBase* b = ... ... osgAnimation::BasicAnimationManager _am; _am = new osgAnimation::BasicAnimationManager(*b); osgAnimation::AnimationList animations = b-getAnimationList(); for (osgAnimation::AnimationList::iterator it = animations.begin(); it != animations.end(); ++it) { _am-playAnimation(*it); } ... and animations were not played during the update traversal. Then I replaced b with _am this solved the problem, so I did something like this: // in the apply method... ... osgAnimation::AnimationManagerBase* b = ... ... osgAnimation::BasicAnimationManager _am; _am = new osgAnimation::BasicAnimationManager(*b); osgAnimation::AnimationList animations = _am-getAnimationList(); for (osgAnimation::AnimationList::iterator it = animations.begin(); it != animations.end(); ++it) { _am-playAnimation(*it); } ... I realized that in the 1st case the animation was not found in the list of animations of the BasicAnimationManager _am, so it was not actually played. I thought that the list was the same of the AnimationManagerBase b, but actually it is not (or, at least, it is not the same for the comparison carried on inside playAnimation(.)). Alessandro On Wed, Jun 2, 2010 at 5:33 PM, alessandro terenzi a.tere...@gmail.com wrote: No progress on my side... I'm attacching the OSG model converted from FBX... Alessandro On Wed, Jun 2, 2010 at 4:09 PM, Cedric Pinson cedric.pin...@plopbyte.net wrote: Hi, I dont have fbx plugin could you convert the fbx file to .osg , I would like to check if your fbx file converted to osg works in osganimationviewer. Any progress about your problem ? Cheers, Cedric On Wed, 2010-06-02 at 12:18 +0200, alessandro terenzi wrote: By the way, here is a sample FBX model to test if you need it...please note that this require the latest fix by Michael Platings in order to work. Alessandro On Wed, Jun 2, 2010 at 11:49 AM, alessandro terenzi a.tere...@gmail.com wrote: Yes, same thing, but while the FBX animation is played, the nathan.osg files doesn't show any geometry, just the xyz axes. So just to be clear: osganimationviewer: - plays FBX animations - doesn't display nathan.osg model osgviewer (with the modifications I sent earlier and that I took from osganimationviewer example): - doesn't play animation (FBX) - doesn't display nathan.osg model I'm using OSG 2.9.6 with osgAnimation from OSG 2.9.8. Finally, the same happens if I use osgviewer from OSG 2.9.8 with my modifications. Regards. Alessandro On Wed, Jun 2, 2010 at 11:28 AM, Cedric Pinson cedric.pin...@plopbyte.net wrote: Hi Alessandro, Same thing with osganimationviewer ? I will have a look this afternoon Cheers, Cedric On Wed, 2010-06-02 at 10:27 +0200, alessandro terenzi wrote: I've tried also with osg 2.9.8 and nathan.osg but animation is not played...looking at the console I see lots of errors
Re: [osg-users] bvh plugin
Hi, The regular way to get something in the tree is to write a NodeVisitor that will traverse the tree to find what you want. Have a look at osganimationhardware, It loads a file and setup it for hardware skinning. Cheers, Cedric -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net On Fri, 2010-05-28 at 08:12 +, Aitor Ardanza wrote: Hi, I have seen in osgChina these lines of code ... Code: osg::ref_ptrosg::Node node = osgDB::readNodeFile(walk.bvh); skelroot-setDefaultUpdateCallback(); skelroot-addChild(node.get()); osg::ref_ptrosgAnimation::Animation anim = new osgAnimation::Animation; anim-setPlaymode(osgAnimation::Animation::PPONG); osg::ref_ptrosgAnimation::BasicAnimationManager manager = new osgAnimation::BasicAnimationManager; manager-registerAnimation(anim.get()); root-addChild(skelroot.get()); root-setUpdateCallback(manager.get()); I need to access the skeleto bones (to get its matrix) to link them to a shader to do hardware skinning ... any ideas? Thank you! Cheers, Aitor -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28318#28318 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgAnimation speed control
Hi Peter, In this case the easiest way should be to inherit to customize the behaviour you want, typically overload operator()(osg::Node* node, osg::NodeVisitor* nv) To use your own timer BasicAnimationManager is for basic usage, I guess later if people need more it would make sense to create a more complex AnimationManager like the TimelineAnimationManager. Cheers, Cedric On Thu, 2010-05-27 at 18:49 +, Peter Wrobrl wrote: Hi, Thx, but if I understand the simuation time right, it is a global value for the complete SG. I am seraching rather for individual Animation Control per Animation Manager. I import different Characters into the osg environment, each of them has its own AnimationManager and I would like to control the animation speed separatly on per Character baseis. Thank you! Cheers, Peter -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28301#28301 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bone space matrix
Hi, I can't help more without other details, i can just tell you to check the osganimationskinning example. My First advise should be to make it work with software implementation. I could help but i would need to have a small example i could run and debug to have a quick overview what's wong. Cheers, Cedric On Thu, 2010-05-06 at 08:04 +, Aitor Ardanza wrote: Hi, Well, I managed to position the nodes to start, but I dont know how can I update them, for viewing, each time step. Code: bone0 = new osgAnimation::Bone; bone0-setInvBindMatrixInSkeletonSpace(osg::Matrix::inverse(osg::Matrix::translate(0,0,0))); bone0-setName(right0); pBone0Update = new osgAnimation::UpdateBone(right0); pBone0Update-getStackedTransforms().push_back(new osgAnimation::StackedTranslateElement(osg::Vec3(0,3,0))); bone0-setUpdateCallback(pBone0Update); at each time step: Code: bone0-setMatrix(osg::Matrix::rotate(bone0Rot)); bone1-setMatrix(osg::Matrix::rotate(bone1Rot)); boneMatrices[1] = bone0-getMatrixInBoneSpace(); boneMatrices[2] = bone1-getMatrixInBoneSpace(); Now the cylinder is transformed correctly, but the nodes dont moves ... I guess I'll have to call in some way to osgAnimation:: UpdateBone... [Image: http://img132.imageshack.us/img132/7231/osgskinning1.jpg ] Thank you! Cheers, Aitor -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27601#27601 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL services around OpenSceneGraph and more +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bone space matrix
Hi, setMatrix in the Bone would update the bone, like a MatrixTransform. So If you update the matrix and you dont see any update of children on the screen then there is something wrong. I suggest to read the UpdateBone.cpp in osgAnimation to see how bones are updated in 'classical' way. Another stuff that comes in mind is that maybe you could use the regular path (like in osganimationskinning) and define your customized UpdateBone class that could take input from your events and generate a matrix from that. Cheers, Cedric On Thu, 2010-05-06 at 15:29 +, Aitor Ardanza wrote: Hi, I've been looking at the example of osganimationskinning... but this example uses a pre-generated animation, and in my case I change the position and direction of the nodes with keyboard events. For example, we apply a rotation to bone0Rot (OSG:: Quat) with a keyboard event: Code: bone0Rot- makeRotate (rotx-0.04, OSG:: Vec3 (1.0,0,0), roty, OSG:: Vec3 (0.0,0,1.0), 0, OSG:: Vec3 (0.0,1,0.0)); and then, at each time step, I apply that to the bone: Code: bone0- setMatrix (OSG:: Matrix:: rotate (bone0Rot)); with this we would have the matrix of the bone to do the skinning, it works well. Code: boneMatrices[1] = bone0-getMatrixInBoneSpace(); boneMatrices communicates with the vertices shader. I just be wanting to know how to update the position of the bone on the screen .. Thank you! Cheers, Aitor -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27619#27619 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL services around OpenSceneGraph and more +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Collada Animations Support
Hi It would be great. Not sure what the best method to add it, i thought one time to add an option to the osganimation reader to add stuff in the scene graph, this could be trigger by plugin option string. Cheers, Cedric On Wed, 2010-05-05 at 14:12 +0100, Michael Platings wrote: We really do need to merge osganimationviewer into osgviewer :P On 5 May 2010 11:31, daniele argiolas arj...@gmail.com wrote: Ahhh!!! with osganimationviewer works!!! thank you very much! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27559#27559 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL services around OpenSceneGraph and more +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Bone space matrix
I suspect you use an 'old' version of osgAnimation, osgAnimation has been changed about that since OpenSceneGraph 2.8.3. I recommand you to update to the last version. Cheers, Cedric On Wed, 2010-05-05 at 11:22 +, Aitor Ardanza wrote: Hi, I'm having problems with this issue. I build the skeleton as follows: Code: osg::ref_ptrosgAnimation::Skeleton skelroot = new osgAnimation::Skeleton; skelroot-setDefaultUpdateCallback(); root = new osgAnimation::Bone; { root-setBindMatrixInBoneSpace(osg::Matrix::identity()); root-setBindMatrixInBoneSpace(osg::Matrix::translate(0,0,0)); root-setName(root); boneMatrices[0] = root-getMatrixInBoneSpace(); // root-setDefaultUpdateCallback(); } bone0 = new osgAnimation::Bone; bone0-setBindMatrixInBoneSpace(osg::Matrix::identity()); bone0-setTranslation(osg::Vec3(0,3,0)); bone0-setName(right0); // right0-setDefaultUpdateCallback(right0); boneMatrices[1] = bone0-getMatrixInBoneSpace(); bone1 = new osgAnimation::Bone; bone1-setBindMatrixInBoneSpace(osg::Matrix::identity()); bone1-setTranslation(osg::Vec3(0,3,0)); bone1-setName(right1); // right1-setDefaultUpdateCallback(right1); boneMatrices[2] = bone1-getMatrixInBoneSpace(); root-addChild(bone0.get()); bone0-addChild(bone1.get()); skelroot-addChild(root.get()); I supposed that bon0- getMatrixInBoneSpace () return the array without translations, but it is not. 1 0 0 0 0 1 0 3 0 0 1 0 0 0 0 1 What am I doing wrong? Thank you! Cheers, Aitor -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27563#27563 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL services around OpenSceneGraph and more +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] [osgPlugins] Collada Animations Support
Hi Daniele, Which blender did you use to export your animation ? the last up to date blender exporter is at http://hg.plopbyte.net/osgexport/ you can also find some infos http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits/osgAnimation Cheers, Cedric On Mon, 2010-05-03 at 13:48 +, daniele argiolas wrote: In many collada sample that I try (also a simple animation made with blender) the error message was: Could not locate UpdateCallback for channel target Cube/translate This for a cube translation. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=27516#27516 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Provide OpenGL services around OpenSceneGraph and more +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org