The current workflow I used to have animation in osg, is using blender 2.49b and the osgexport https://bitbucket.org/cedricpinson/osgexport
If you get the repository you will be able to check example. Cedric On Fri, 2011-05-27 at 18:29 +0200, aaron wetzler wrote: > Hi, > > I have the following task to do: > > 1. Import a mesh of a hand (.obj) into blender. Create an armature in Blender > 2. Skin the armature with the hand mesh. > 3. Export this armature and mesh into OSG. > 4. Alter the armature poses in OSG and output a set of jpgs or bmps of the > depth maps of the resulting poses. > > I have done 1 and 2 but dont know how to do 3 and 4. What format can I output > from Blender that OSG will be able to understand? What part of OSG should I > be using? OSGAnimation? > I imagine step 3 is totally standard so thats the most critical part for me > because I have no idea how to go about it. > > I am a relative newbie to the world of meshes and animation and would really > appreciate some help because I have been stuck on this for two weeks and I > cant do it by myself. > > Thanks! > Looking forward to hearing from the forum :) > > Aaron > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=39877#39877 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - [email protected] http://plopbyte.com - http://osgjs.org - http://showwebgl.com
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