Hi Nick,

Yes use the one from me.

Cheers,
Cedric

-- 
Provide services around OpenSceneGraph
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


On Mon, 2009-12-14 at 15:27 +0200, Trajce Nikolov wrote:
> is the blender exporter the one listed in the community plugin page at
> wiki?
> 
> 
> Thanks a lot !
> Nick
> 
> http://www.linkedin.com/in/tnick
> Sent from Gümüşsuyu, İstanbul, Turkey 
> 
> 2009/12/14 Cedric Pinson <cedric.pin...@plopbyte.net>
>         Hi Nick,
>         
>         There is a osg blender exporter that is able to export
>         animation and
>         skeleton data...
>         I dont know the current state of 3ds max exporter, same thing
>         for maya.
>         
>         In futur it will be able to use collada to plugin, but not yet
>         implemented.
>         
>         So right now the best shot is blender exporter, but maybe
>         someone worked
>         the other exporter that i am not aware.
>         
>         Cheers,
>         Cedric
>         
>         --
>         Provide services around OpenSceneGraph
>         +33 659 598 614 Cedric Pinson
>         mailto:cedric.pin...@plopbyte.net
>         http://www.plopbyte.net
>         
>         
>         
>         On Mon, 2009-12-14 at 14:58 +0200, Trajce Nikolov wrote:
>         > Thanks Robert,
>         >
>         >
>         > what are the file types it works with (I mean, which plugin
>         is
>         > implementing use of osgAnimation) ?
>         >
>         > Nick
>         >
>         > http://www.linkedin.com/in/tnick
>         > Sent from Gümüşsuyu, İstanbul, Turkey
>         >
>         > On Mon, Dec 14, 2009 at 2:54 PM, Robert Osfield
>         > <robert.osfi...@gmail.com> wrote:
>         >         Hi Nick,
>         >
>         >         On Mon, Dec 14, 2009 at 12:22 PM, Trajce Nikolov
>         >         <nikolov.tra...@gmail.com> wrote:
>         >         > I tried search on wiki but no results. IS this
>         project
>         >         available somewhere?
>         >
>         >
>         >         osgCharacter popped up in existence, but then didn't
>         go
>         >         anything further.
>         >
>         >         osgAnimation is now the place to look for skinning,
>         rigid body
>         >         and key
>         >         frame animation - and it's integrated with the core
>         OSG.
>         >          osgCal and
>         >         osgCharacter are both superseeded by osgAnimation.
>         >
>         >         Robert.
>         >
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>         >
>         >
>         >
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>         >
>         
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>         
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