Hello Dominik,

Dominik Rau wrote:
> In the good ol' days, we used a lot of VRML models inside of our 
> Software. Not because we liked it (is there anybody who likes VRML?), 
> but because Rasmus' VRML animation library was the only way to get 
> animated vertices out of common 3D tools (3DS max in our case ) into 
> OpenSG. However, lots of things have changed in the last few years (this 
> was around OpenSG 1.2 times...): The dawn of Collada, far more 
> sophisticated shading techniques, OpenSG 2.0 etc. .
> 
> That makes me wonder: How do you (read: all others reading this) handle 
> your content creation tool chain, in case you got one?

we currently use the collada loader to load models, but they don't have 
any advanced requirements, yet. For one project we used .3ds models and 
a 3DS max plugin to export some material information (some state 
settings, textures and shaders; shaders were written outside of the DCC 
tool though).

> And which efforts 
> are done/planned to make the process easier (in this case for designers, 
> not for developers)?

We'll probably need some more features in the collada loader, but some 
stuff might end up in separate files again, depending on how application 
specific it is.

> Some points:
> 
> * What's the best way, to get more sophisticated materials (read: 
> shaders) out of 3D software like 3ds max into OpenSG 2.0 without 
> touching everything over and over again (by exporting normal maps etc. 
> one by one, assign them manually, ...)?

that is an interesting question, but I don't really have a good answer. 
Collada at least has stuff in there that can transport this type of 
information, but I have not looked too closely what available exporters 
write - the loader currently does not handle shaders.

> * There was a thesis about animation support for Opensg 1.x, but I have 
> never seen it somewhere in the repository or an integration to OpenSG 2 
> - are there any plans for this? Maybe in combination with Collada, too?

hm, I have had a preliminary version of the code, but if memory serves I 
never got the final code - perhaps I misremember this though.

> * What formats do you use when exporting models? Is Collada support in 
> OpenSG 2.0 ready for prime time already?  Which features of the format 
> are or will be supported by OpenSG 2.0?

it can load geometry and to some extent the profile_common materials 
(although I'm always very uncertain about what the "right" mapping from 
collada to OpenGL is), and since yesterday or so it also loads the light 
sources from the file.
It can not handle profile_CG or profile_GLSL stuff at this point (do the 
exporters write this properly?).

> * There's also the maxconnect plugin by Infiscape - will this work 
> together with OpenSG 2.0? Any plans regarding animation support here?

I don't know the answers to this, sorry.

> Bottom line: What's / will be the easiest way to integrate my super bump 
> and displacement mapped, phong shaded multi material animated 3D model 
> made in 3ds max into my software using OpenSG 2?

hm, hard to say. I'll be working on adding some more features to the 
collada loader, but that will primarily be driven by requirements from 
the projects here. Animation is something we will need, 
bump/displacement mapping is much lower on the list though.

> There already were some 
> discussions about all this on this list, some of them from 2006 - has 
> anything noteworthy happened in the meantime?

no, not really ;(

        Cheers,
                Carsten


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