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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