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)
> > > 
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> > ------------------
> > 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)
> 
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