On Fri, 2011-09-23 at 16:38 +0200, Alberto Luaces wrote:
> "Benjamin Gehmlich" writes:
> 
> > Hi Alberto,
> > thanks for your answer, but there is a Problem with blender.
> >
> >
> > When I want to add  the osgExport file ("Install Add-On"), there happens 
> > nothing.
> >
> > What I have done
> > 1.) put the osg folder in blender-2.59/2.59/scripts/addons
> > 2.) the osgExport.py in blender-2.59
> > 3.) started Blender -> User Preferences -> Install Add-On
> > 4.) then chose osgExport.py
> >
> > By the other versions I used, after this I saw an entry.
> >
> > Is there a mistake?
> >
> > The other versions worked good for normaly exports, but when I chose 
> > "Armatur" by the mesh as parent it did not export.
> > Therefore I used the Modifier Armatur and i could export as osg but the 
> > mesh was not correct.
> 
> Benjamin,
> 
> I don't fully understand how you are installing the add-on, but you have
> to take into consideration that the plugin doesn't only need
> osgExport.py, but the `osg' directory as well. Also, start Blender from
> the command line in order to check if the script is not found by your
> Python installation.

The state of the Blender export(s) requires some explanation...

Some history: Alberto wrote the first osgexport.py. A few years later,
Cedric and myself came along and improved (?) it, in a very general
sense. Another year later, Cedric wrote animtk, which eventually became
osgAnimation, and added support for that as well into the exporter.

Then, along came Blender 2.5. It drastically changed the way data is
represented and enumerated in Python internally. Cedric adapted the Mesh
exports easily enough, but the Animation exporting remains
non-functional. You can find all of this code here (git):

https://github.com/cedricpinson/osgexport.git

HOWEVER, another exporter has come into light. I'm not sure WHY this
individual chose to start over (rather than add to the existing
exporter), I do not know. The code base has become quite large however,
so perhaps that is the reason. There are also comments in the source to
the "main" exporter that he actually did work on it at some point. His
code DOES support animation export, but it isn't as robust as the
original in other ways. You can find that code here (git):

https://code.google.com/p/blender-osgexport-25/

To be completely honest, the state of all of this is a total mess. We
now have 2 exporters, each possessing features the other lacks, and
neither of which are (anymore) particularly clean or usable code bases.

I've talked with Cedric about the future of the "original" exporter, and
it certainly hasn't been forgotten, but he is an extremely, EXTREMELY
busy person and it may be a while before anything happens.

I also tried adapting the code from Wiese's exporter myself, but I can't
follow either of the exporters anymore, so no luck there...


_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

Reply via email to