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.
>
>

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