For development at a high level, I'll again shamelessly plug VR JuggLua - https://github.com/vance-group/vr-jugglua with windows binaries autobuilt at http://hci.iastate.edu/~rpavlik/downloads/vrjugglua/jenkins/
My workflow for simple applications is: Create/find models in Google SketchUp (the 3D warehouse is very useful). Export to OSG - https://github.com/rpavlik/sketchupToOSG - this works even with the free SketchUp by automating the export to COLLADA and conversion to OSG. Load model in VR JuggLua: look in the Examples folder for this. If you need some more sophisticated interaction (custom rendering, physics, etc) you can access the full VR Juggler API from C++ and integrate this with VR JuggLua easily (VR JuggLua actually builds as a library, with some default small apps that are often sufficient for most needs). This is what we do for physically-based modeling and haptic force-feedback based on custom collision detection code. It keeps the UI code simple and not in C++: easier to edit, faster turn-around. Ryan On Fri, Oct 28, 2011 at 2:37 PM, Maia Randria < [email protected]> wrote: > Hello, > > Thank you so much for all these helpful advices. I really appreciate that. > > I already bought the e-book of Rui and started to look into it. I read > also the book of Paul Martz. Great books. > > My concern is about the time required for the development of a VR > application with OSG +VR Juggler (we are going to have a CAVE for > neuroscience research) compared to high-level-based engines like Virtools > or Vizard of WorldViz. I dont' know if you know both of them ? > > I am evaluating these software in order to decide which one(s) could fit > for our needs. > > Thanks again, > > Maia > > > > > > John Richardson wrote: > > 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: [mailto:] On Behalf Of Maia Randria > > Sent: Thursday, October 27, 2011 12:26 PM > > To: > > Subject: 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 > > > > > > _______________________________________________ > > osg-users mailing list > > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > ------------------ > > Post generated by Mail2Forum > > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=43620#43620 > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Ryan Pavlik HCI Graduate Student Virtual Reality Applications Center Iowa State University [email protected] http://academic.cleardefinition.com
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