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
>
>
>
>
>
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>



-- 
Ryan Pavlik
HCI Graduate Student
Virtual Reality Applications Center
Iowa State University

[email protected]
http://academic.cleardefinition.com
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