Hi, I am the developer of the blender exporter, to get it you need to install mercurial and do hg clone http://hg.plopbyte.net/osgexport/
I have added instruction here http://hg.plopbyte.net/osgexport/file/7918b3a14903/README For informations I use this exporter for solid animation, and skinning animation. The Morph animation are not supported by the exporter right now. To animate stuff not related to mesh or solid, i export ipo an link what i want to animate in the program, but it needs a bit of code, it's not automatically. Cheers, Cedric On Wed, 2009-07-15 at 15:13 +0300, Seppo wrote: > Hi, > > > > What is the current differences, possibilities and no-can-do’s of > different exporters? > > Having an up-to-date list in one place could be nice, so if possible > could different exporter developers or users answer to this message, > adding to list their exporters state, and exporter users could add > their findings. That way it would help checking the current state of > different exporters from one post.. > > > > To outline some problems there is: > > I have tried exporter for 3D studio max, and it can’t export vertex > animations, nor have I been able to export skinning animation (even > some people have said in this list that it is possible) – in other > words I have not been able to export animation about changes in > objects geometry. > > Then again, I tried to download and use blender exporter, only finding > out that there is not a complete package available for now, and I had > to download different.py –files separately. And even those, I was not > able to download them just like that, I had to copy paste them with > line numbers to text editor, and then manually delete those line > numbers.. there might be straight way to acquire this exporter but I > could not find it now (long time ago that was possible, but when I > tried today, there was not straightforward way to do this..). > > I have not tried maya exporter. > > > > Usually the problem is that OSG supports different animation styles, > texturestyles, shaders etc, but it is sometimes difficult to find a > way to get them into osg. > > There is COLLADA exporters also already for many applications, and > since collada supports so many features that might be a good way to > load 3D models to osg – but as I have understood the collada importer > is not that far yet, and it does not support animations for one > thing. > > > > So my main question is, what is the best format to import models to > osg nowadays from modern 3D modeling softwares. And what they can / > cant do nowadays (i.e. how to bring those geometrychange –animations > to osg)? > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:[email protected] http://www.plopbyte.net
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