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.
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