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] Color in ShapeDrawable
Farshid: head on the nail! :-) Hence, it makes no sense storing a color in ShapeDrawable. Actually, Robert, I think you implemented Shape and ShapeDrawable when you were working here at VRlab in Umeå, right? ;-) Cheers, /A On Sat, Dec 3, 2011 at 12:18 AM, Jason Daly jd...@ist.ucf.edu wrote: ** On 12/02/2011 03:18 PM, Farshid Lashkari wrote: Hi Jason, On Fri, Dec 2, 2011 at 11:30 AM, Jason Daly jd...@ist.ucf.edu wrote: I don't understand what you mean here. If you disable lighting, material colors are irrelevant. The ShapeDrawable's colors are the ONLY way to set the color. That's actually not the case with OSG. If you look at the source for osg::Material, you will notice it calls glColor with one of the material colors (depending on the color mode). This means you can use osg::Material to control the color of geometry even when lighting is disabled. My mistake, I didn't realize that. I guess I've never hit that use case before. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- __ Anders Backman, HPC2N 90187 Umeå University, Sweden and...@cs.umu.se http://www.hpc2n.umu.se Cell: +46-70-392 64 67 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Color in ShapeDrawable
Hi Anders, Hence, it makes no sense storing a color in ShapeDrawable. Well, it makes as much sense as having a color array for an osg::Geometry... :-) I think it's not having a color in ShapeDrawable that's the problem, it's having no way of having no color. In other words, in osg::Geometry you have the ability to either set a color array or not. You should have the same ability in ShapeDrawable, i.e. set a color or not. Since osg::Color doesn't really have a no color value, you probably need an additional bool saying use the color or not. When _useColor == false, then no glColor call would be made by ShapeDrawable itself, and the one from osg::Material would take effect. Or you could just do what Robert always says, ignore ShapeDrawable even exists (except for simple debug geometry) and use osg::Geometry directly. Then you can do what you want. I've wanted to rewrite ShapeDrawable to use osg::Geometry internally for a while, but I think Paul beat me to it in osgWorks... :-) J-S -- __ Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com http://www.cm-labs.com/ http://whitestar02.dyndns-web.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Color in ShapeDrawable
On 12/4/2011 6:50 PM, Jean-Sébastien Guay wrote: I've wanted to rewrite ShapeDrawable to use osg::Geometry internally for a while, but I think Paul beat me to it in osgWorks... :-) Well, I've made a start. Occasionally I even find time to add to it. Submissions are welcome. :-) In the context of the rest of this discussion, I'll mention that, some time ago, we all discussed that osg::Material is more than just a wrapper around glMaterial. It also owns glColorMaterial, and this actually makes it a little difficult to enable/disable GL_COLOR_MATERIAL using StateSet::setMode() the way you can with other OpenGL state. In the same vein, it seems that osg::Material also wants to own the OpenGL primary color state (set with glColor). While it might be a fun exercise to go back, rethink all this, and maybe implement a substitute scheme, honestly I'd rather just use shaders... -- -Paul Martz Skew Matrix Software http://www.skew-matrix.com/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org