Hi Simon, Blender file is a container like 3dsmax file. If you want to load .blend in osg directly it will be very complex and not suitable for a lot of cases. Anyway, if you really want it i would suggest to make a plugin that run osg export in background mode and then load the result in osg.
Of course it depends of your usage, i use osgexport and it works very well, do you have some problem with it ? Cheers, Cedric -- +33 659 598 614 Cedric Pinson mailto:[email protected] http://www.plopbyte.net On Fri, 2009-11-06 at 19:14 +0000, Simon Hammett wrote: > 2009/11/6 Jean-Sébastien Guay <[email protected]>: > > Hi all, > > > >> looks much better > > > > I didn't mean to start a discussion about engine licensing and use. I > > assumed that if we're here it's probably because we want to use OSG and > > design / write our own engines! > > > > I was focusing on the toolset. And in fact, I was probably overly > > enthusiastic about the Unreal toolset being available, because the licensing > > terms say that it (the engine in this case includes the toolset) can only be > > used for free for noncommercial and educational projects. So that rules out > > using it to make assets for an OSG-based commercial project, which is what I > > was excited about. > > > > Oh well. I guess Blender + text editor is still the (free) toolset of > > choice... > > Yah, blender is the only tool I've found useful with osg so far. > Even then you have to be careful. > > I've gotten good results with exporting blender -> .lwo as long as you > split your model meshes up the right way, so you can run the smoothing visitor > on it. > > At some point when I've got time I would like to add crease angle support > to the visitor which would make modelling a whole lot easier. > > It would be nice if osg could load directly out of .blend files, but the code > in > blender that deals with the file format is huge. > > Maybe somebody who is particularly bored could have a go at > refactoring the .blend > code into a separate library. >
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