I've had mixed results with the blender osgexport plugin, it doesn't appear to export animation constraints (i.e. "copy rotation from"). It also seems to forget local coordinate systems occasionally. More importantly I don't think it is being maintained any more. If something like collada is being maintained, and is a standard supported by many tools it would be a better choice for me.
Robert: What should we expect from the collada import (or from other paths into OSG)? Obviously we'd need to investigate collada export from a modeling tool separately. Thanks very much-- Abe On Oct 1, 2007, at 2:42 PM, osg-users- [EMAIL PROTECTED] wrote: > Message: 1 > Date: Mon, 1 Oct 2007 14:49:58 -0500 > From: "Gerrick Bivins" <[EMAIL PROTECTED]> > Subject: Re: [osg-users] collada animation? > To: "OpenSceneGraph Users" <[email protected]> > Message-ID: > <[EMAIL PROTECTED]> > Content-Type: text/plain; charset="iso-8859-1" > > Hi Abe and Robert, > I asked this question earlier but somehow it got off topic to > discussing > osgCAL. > With the osg exporter from blender ( > http://projects.blender.org/projects/osgexport/) we were able to do > simple > animations(the kind you are describing I think) directly. For our > testing, > we exported a spinning cube that also took a helix type path > through the > scene and it came through in osg without any problems. > My question though, as sounds like is yours, was if I used the collada > exporter, would this > same type of simple animation example come through? This would be > much > better since our in-house modeler use packages like maya and 3ds. > > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

