A big thank for all of you for these suggestions. I look forward to discover and try it all. Maia
Ryan Pavlik wrote: > For development at a high level, I'll again shamelessly plug VR JuggLua > - https://github.com/vance-group/vr-jugglua > (https://github.com/vance-group/vr-jugglua) with windows binaries autobuilt > at http://hci.iastate.edu/~rpavlik/downloads/vrjugglua/jenkins/ > (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 > (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 < ()> 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 > > > (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 > > (http://forum.openscenegraph.org/viewtopic.php?p=43620#43620) > > > > > > > > > > > > > > _______________________________________________ > > osg-users mailing list > > () > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org) > > > > > > > > > > > -- > Ryan Pavlik > HCI Graduate Student > Virtual Reality Applications Center > Iowa State University > > () > http://academic.cleardefinition.com (http://academic.cleardefinition.com) > > ------------------ > Post generated by Mail2Forum ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43688#43688 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

