Hello, The real question is how do you import models from commercial and open source packages into OSG and support for animations,....
Others can chime in technically on this... Yes, it does take artistic talent. However, your email is from Université Laval. So you have a perfect solution. Collaborate with the art department. However, I will give a synopsis of my process. I am not an artist. 0) The first step is buying the Wang Rui book on OSG. 1) Acquire Blender. 2) Acquire one or more commercial systems with large numbers of example models with an acceptable reuse license. Note: If your university has various numbers of 3-D modeling and animation systems take their various and sundry examples and export to VRML or COLLADA. Then examine their other export formats [File --> Export or whatever menu item does the trick]. The best of the proprietary formats are 3DS, LWO, OBJ. Now, when I say best or talk about VRML / X3D / COLLADA, I am talking about the file interoperability problem. These comments are just my philosophical workaround. So, now you have a lot of scene components. Either arrange them in your modeler of choice [originally before export with an artist] or import the exported examples and arrange them [you don't need an artist since I can do this]. I suggest that you give them useful names and if possible, give them useful names at the nodes that you may be interested in accessing via OSG for your simulations. There is no more advice I can give at this point on naming. The Web3D people tried with the H-Anim standard and other profiles to X3D [See the Poser character animation system if the university has one]. The problem domain is huge and nobody seem to be able to make train loads of money on the solution so there is no satisfactory solution. 3) Turn your yourself or your programmer collaborators loose on the OSG coding for import and scene manipulation. The coders should know the process for compiling/downloading. You already know how to access this list for advice. Also, note that there are lots of contributors to this list that can code if you have funding available [Guay, Hanson, Martz, Cigar, Osfield,....<insert name I left out here>,...]. If your goal involves students, then I suggest that you approach the issue from a architectural perspective. There are a lot of architectural programs in the USD 50-150 range that export to VRML and probably 3DS and OBJ/LWO/DXF. These can be acquired at almost every Apple Store for the Mac and every Best Buy or Fry's or whatever giant Canadian electronics superstore is in your area for the PC [and possibly for the Mac] [Punch!;TurboCAD;...]. A nice city block or representation of Université Laval would be a starting point. Then just see if you can get a traffic or pedestrian simulation completed. This strategy is like using the iPhone's Siri [or Google Voice] as opposed to Dragon Naturally Speaking. The learning curve is a little bit easier. But DO NOT FORGET BLENDER [relatively steep learning curve]. The students need a portfolio. John F. Richardson -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Maia Randria Sent: Thursday, October 27, 2011 12:26 PM To: [email protected] Subject: [osg-users] 3D models used in OSG ? Hi, First, I am sorry if my questions seem naive, I am really a newbie in OSG/3D. My question is about the 3D models used by both of you in OSG: - do you create your own 3D models yourselves with OSG ? - or with other software like Blender, 3DS Max, Maya ? - or do you buy or export free ones. Creating such 3D models needs artistic abilites and a lot of time, that's why my questionning ? The next question is about the exportation between 3DS max (or Blender, whatover 3D modeler) to OSG: when exporting, for example, an animated 3D models from these 3D modelers, does OSG preserve these animations/texturing ? Or, all are lost and need to be redefined with OSG ? Thank you! Cheers, Maia
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