Hi all, I will answer the question regarding the animation as Seac02 s.r.l. has contributed this work.
Well, the final code has been released on 6th of May 2008 as an external library for OpenSG 1.8 http://user.augmented-reality.it/test/AnimationFramework2.zip As the thesis has finished with that release, no further work has been invested to integrate directly the code into OpenSG. Our plan is to continue using the library out of OpenSG for version 1.8 and integrate it deeply into OpenSG with version 2.0 and the collada loader. For both activities we want to start two different thesis work and contribute the code. Soon we will start with the missing connection between VRML and Carlo's Animation library for OpenSG1.8, while the deep integration into 2.0 will have to wait for a candidate. I'll get in touch with the community as soon the first activity starts and hope to get your support. About the second activity, what effort you think might need to port the code to OpenSG2.0. And mainly integrate it into the Collada Loader? Unfortunately we hadn't time to look at the new 2.0 that's why I'm asking. Do you know about any student interested in doing this work? Any help/suggestion/contribution is appreciated, Josef Grunig On Wed, May 6, 2009 at 12:16 AM, Carsten Neumann <[email protected]> wrote: > 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 > > > ------------------------------------------------------------------------------ > The NEW KODAK i700 Series Scanners deliver under ANY circumstances! 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With the NEW KODAK i700 Series Scanner you'll get full speed at 300 dpi even with all image processing features enabled. http://p.sf.net/sfu/kodak-com _______________________________________________ Opensg-users mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-users
