We should just use the same code trunk for OSG and Delta3D :). -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Robert Osfield Sent: Thursday, December 20, 2007 9:58 AM To: OpenSceneGraph Users Subject: Re: [osg-users] State of content pipeline
Hi Anders, I would love to see better art path support from the range modelling tools beyond the realm of vis-sim where are pretty well covered already. I don't personally have tools like Maya or 3DStudioMax available so can't do too much in this direction coding wise. I can install Blender with a single click, but then don't really have any free time to dedicate in this direction. I can offer my general support for trying to improve things for users in this direction. One way we can ease things to have more features like character animation, physics, audio etc. integrated into the core OSG, as this will provide a more unified base for the plugins to tools like Maya, 3DStudioMax and Blender could work. This is actually one of my motivations for making calls for integrating osgAL, osgCal2 etc into the core. W.r.t Blender my guess is that an full functional osgPython should help as one could create OSG data structures directly without having to try and map the .osg file format. Centeralising the SVN, binaries and support for the various art path plugins would also be something we could do to help. osgforge.org would be an ideal place to put such projects. Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

