-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Terry Welsh wrote: > I thought Blender was much harder to learn and use. Even after a fair > amount of practice I still couldn't be anywhere near as efficient as I > was with Max or Creator. But you can't beat the price.
I think that is a matter of preference and experience (what you are used to). I am used to Blender and I have serious problems trying to work the cluttered interface in Max. On the other hand, I can understand that a seasoned Max user will be lost in Blender - the almost complete lack of menus, buttons, toolbars and other visual cues that are present in Max can be scary :) You need to know what and how to do, but once you learn the basics, it is a very efficient and consistent interface. > > Also, I tried working on osgexport, the Python Blender exporter to > OSG, so that it would correctly export the test models I was making. > Working on a complex exporter in Python was a serious pain in my neck. > Maybe it was my lack of Python debugging skills, but I'd rather > program in C/C++ any day. I'm curious what other people think about > this. For me it is exactly the opposite. Making a quick exporter to dump a mesh with material settings or an animation is much easier and faster in Python than it ever could be in C/C++. You do not need to even restart Blender to load the new version of the exporter. Usually stuff that requires a page or two of C/C++ code can be done in two-three lines in Python. Especially complex manipulations, such as dealing with transformation hierarchies and such are a lot easier in Python. I wrote a BVH animation format importer in Python and I honestly cannot imagine doing all that parsing and calculation code in C++ - it would be a royal PITA. > As I recall, there was some model information, such as texcoords, that > would only be generated by Blender at render-time, so it was not > available to be exported. This was what turned me off the most, since > the only way to export completely would be to mimic some of Blender's > internal algorithms in the exporter. I am not aware of this - I am routinely exporting models with texture coordinates and nothing like this is needed. What you NEED to do, though, is to texture your model correctly - by using UV mapping editor and not by relying on implicit mapping of Blender. In the latter case this info is used only by the internal renderer and is, of course, not exported. However, this is fairly well documented. Regards, Jan -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFHXvl8n11XseNj94gRAmvXAKCGLC4xFmjEda5oMrR2m+cs3Xq1HACgzYvt 1nZoCebv2snKW6yRV4mOVe8= =TxVU -----END PGP SIGNATURE----- _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

