HI For Max you can use Deep Exploration from Right Hemisphere ( YOU Need a copy of Max for it to work though ) and it will allow you to convert to OpenFlight for instance which will get you into OSG nicely, Deep Exploration is a nice program, on a side note they also prove the 3d engine for the 3d in PDF files ) it not free but is worth the money and will give you a solid route, not sure if they support Maya
http://www.righthemisphere.com http://www.righthemisphere.com/_base/static/img/products/callouts/Deep-E xploration-6.1-CAD-Edition-Product-Brief-v01.pdf You can get a fully working demo version from them as well Gordon Tomlinson Product Manager 3d Technology & Project Wyvern Overwatch(r) An Operating Unit of Textron Systems -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Kim Bale Sent: Friday, April 23, 2010 6:05 AM To: osg-users Subject: [osg-users] Model Loading Hi All, The company I'm working for has recently moved all their graphics development from Vega over to OSG (currently 2.8.2) which has all gone pretty smoothly. However, we're now looking at ways of stream lining the work flow between modellers and programmers. At the moment the big sticking point is finding a model format that exports nicely from maya 2010 and Max2010 and is then read without issue in OSG. In the past the best results I've had was with Collada and max 2009 when exported using the Feeling software free collada exporter. However, as far as I know this isn't supported by max 2010. I noticed Feel Software have a commercial version of ColladaMax but without a trial version it's difficult to evaluate how it will perform will OSG's inbuilt loaders. So, I would be very interested to know what exporters (commercial or free) people are using to get their models out of Max and Maya and into OSG. Or indeed, if people have had to use custom loaders in their software to get consistent results. Our requirements are pretty basic (geometry, multiple texture coordinate sets, textures, material properties etc), but what is most important is that we can limit the amount of tweaking we need to do to get the models into OSG after export. We're happy to change version of OSG if there have been improvements in the area since 2.8.2. Thanks, Kim. _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.or g _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

