Hi Ryan,

On 31/10/2011 23:48, Ryan Pavlik wrote:
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.

wow, first time I've heard of this. Nice work.

jp


Ryan


On Fri, Oct 28, 2011 at 2:37 PM, Maia Randria
<[email protected]
<mailto:[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
     >
     >
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     >
     >
    http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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--
Ryan Pavlik
HCI Graduate Student
Virtual Reality Applications Center
Iowa State University

[email protected] <mailto:[email protected]>
http://academic.cleardefinition.com



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