HI Jason, On Fri, May 8, 2009 at 9:36 PM, Jason Daly <[email protected]> wrote: > Yeah, I suppose it is, it seems less now that it's done, but I guess I was > busy for a while with it.
Time often colours reality in a favourable light :-) >> What was the motivation for writing this code? You mention the the >> COLLADA DOM didn't look easer to use than rolling your own. I presume >> that the OSG's plugin didn't expose enough data that you need in your >> application. > > Right. In general, we needed an art path between 3ds MAX and VESS, and > specifically, we needed it for animated characters. We had an existing > Cal3D-based solution, but it was getting harder and harder to maintain. > osgAnimation had been talked about then, but it hadn't really gone anywhere > yet, and we already had some of the needed data structures in place from the > Cal3D work. If only we could click our fingers and turn back time... without loosing all the effort done during that time. Where's Hiro when you need him! > A big part of VESS is the scene graph abstraction layer (which proved quite > useful to us when Performer died). VESS nodes and attributes are > implemented (in this version) using the appropriate OSG objects. So, I'm > not constructing an OSG scene graph explicitly, but there is one being > constructed. Yes this make sense. In terms of reuse it might limit us. Although perhaps one could take a builder plugin approach to constructing scene graphs. >> I ask these questions as I'd expect many others will be in a similar >> position. If there might be a way to solve several problems at one >> time then it'll be a much more compelling task to rewrite our plugin, >> rather than just trying to fix the compile issues. >> >> Perhaps it might be possible to take your VESS collada code as a base >> and create an OSG + VESS compatible library that both projects could >> use. >> > > Well, I don't think there will be a problem with contributing the code. I'm > a bit skeptical as to how useful it will be, as a lot of it is pretty > specific to the way VESS works. I suppose it may be better than starting > completely from scratch, though, and it's commented pretty thoroughly, so it > should be understandable. I can't promise I'll have time to work on it > myself, but I'll try, and I can certainly answer any questions that come up. > > Let me know if you want to move forward with this, and I'll see what we can > do. Even if one only learns from it it would still be a useful thing to review. Do you have a timeline for when it might be open sourced? Robert. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

