On Mon, Oct 17, 2011 at 5:27 PM, David Kabala <djkab...@gmail.com> wrote:

>
>
> On Mon, Oct 17, 2011 at 5:18 PM, Carsten Neumann 
> <carsten_neum...@gmx.net>wrote:
>
>>        Hello Christoph,
>>
>> On 10/17/2011 08:33 AM, "Christoph Fünfzig" wrote:
>> > we would like to use OpenSG 2.0 in a simulator project.
>> > For content generation, is there something like a 3DS MAX or Maya plugin
>> > for OpenSG 2.0?
>>
>> I might be confusing things here, but I think David Kabala has a plugin
>> that writes a easy to parse XML format. Have a look on his github
>> pages:<https://github.com/djkabala>
>>
> Unfortunately no, this is not a Maya or Max plugin.  I have used the
> exporter OpenCollada to export collada files from MAX/Maya and then use the
> collada importer in OpenSG 2.  AFAIK the current collada import in OpenSG 2
> can import scene node hierarchies, geometries, and skinned
> geometry/animations.  My additions to the OpenSG2 collada importer can
> import more kinds of animations, CgFX materials, and blend shapes.
>

Here's a website with more info: http://www.opensgtoolbox.org

>
>
>> > Or is something like this in the planning?
>>
>> Not from my side. We use quite sucessfully the Ogre format to export
>> skeletal animated and static meshes. The big caveat here is that there
>> is no support for materials implemented. For us that is not a big
>> problem, because we process all materials anyway to add shaders to them
>> (using a consistent material naming together with regex matching).
>>
>>        Cheers,
>>                 Carsten
>>
>>
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>
>
------------------------------------------------------------------------------
All the data continuously generated in your IT infrastructure contains a
definitive record of customers, application performance, security
threats, fraudulent activity and more. Splunk takes this data and makes
sense of it. Business sense. IT sense. Common sense.
http://p.sf.net/sfu/splunk-d2d-oct
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