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Hi,

Can you share your model or at least report the full log of the error
? It will help a lot to fix it.

Cedric

On 11/29/2011 04:45 PM, Maia Randria wrote:
> Hi,
> 
> Yes, I installed this one.
> 
> After reading some posts, I understand that there are two OSG
> exporters for Blender: 1. yours, which does not support animation
> at the moment, if I understand; 2. and the one from Damyon: 
> https://code.google.com/p/blender-osgexport-25/ which supports
> animations and armatures.
> 
> Am I right ?
> 
> Which one is more robust and more mature at this moment  ?
> 
> Also, those two exporters work for Blender 2.5x, does someone try
> exportation with the latest Blender version 2.6 ?
> 
> Thank you very much for your work,
> 
> Maia
> 
> 
> Cedric Pinson wrote: Did you try this 
> https://github.com/cedricpinson/osgexport ?
> 
> Cedric On 11/25/2011 11:46 PM, Maia Randria wrote:
> 
>>>> Hi,
>>>> 
>>>> Sorry, but I am very confused with the OSG exporter from
>>>> Blender.
>>>> 
>>>> Which OSG exporter works for Blender  2.6 (the latest
>>>> version) ? Could you the right website to download it ?
>>>> 
>>>> Thanks,
>>>> 
>>>> Maia
>>>> 
>>>> 
>>>> 
>>>> Jeremy Moles wrote:
>>>> 
>>>>> On Fri, 2011-09-23 at 16:38 +0200, Alberto Luaces wrote:
>>>>> 
>>>>> 
>>>>>> "Benjamin Gehmlich" writes:
>>>>>> 
>>>>>> 
>>>>>> 
>>>>>>> Hi Alberto, thanks for your answer, but there is a
>>>>>>> Problem with blender.
>>>>>>> 
>>>>>>> 
>>>>>>> When I want to add  the osgExport file ("Install
>>>>>>> Add-On"), there happens nothing.
>>>>>>> 
>>>>>>> What I have done 1.) put the osg folder in 
>>>>>>> blender-2.59/2.59/scripts/addons 2.) the osgExport.py
>>>>>>> in blender-2.59 3.) started Blender -> User Preferences
>>>>>>> -> Install Add-On 4.) then chose osgExport.py
>>>>>>> 
>>>>>>> By the other versions I used, after this I saw an
>>>>>>> entry.
>>>>>>> 
>>>>>>> Is there a mistake?
>>>>>>> 
>>>>>>> The other versions worked good for normaly exports, but
>>>>>>> when I chose "Armatur" by the mesh as parent it did not
>>>>>>> export. Therefore I used the Modifier Armatur and i
>>>>>>> could export as osg but the mesh was not correct.
>>>>>>> 
>>>>>>> 
>>>>>> 
>>>>>> Benjamin,
>>>>>> 
>>>>>> I don't fully understand how you are installing the
>>>>>> add-on, but you have to take into consideration that the
>>>>>> plugin doesn't only need osgExport.py, but the `osg'
>>>>>> directory as well. Also, start Blender from the command
>>>>>> line in order to check if the script is not found by your
>>>>>> Python installation.
>>>>>> 
>>>>>> 
>>>>> 
>>>>> The state of the Blender export(s) requires some
>>>>> explanation...
>>>>> 
>>>>> Some history: Alberto wrote the first osgexport.py. A few
>>>>> years later, Cedric and myself came along and improved (?)
>>>>> it, in a very general sense. Another year later, Cedric
>>>>> wrote animtk, which eventually became osgAnimation, and
>>>>> added support for that as well into the exporter.
>>>>> 
>>>>> Then, along came Blender 2.5. It drastically changed the
>>>>> way data is represented and enumerated in Python
>>>>> internally. Cedric adapted the Mesh exports easily enough,
>>>>> but the Animation exporting remains non-functional. You can
>>>>> find all of this code here (git):
>>>>> 
>>>>> https://github.com/cedricpinson/osgexport.git
>>>>> 
>>>>> HOWEVER, another exporter has come into light. I'm not sure
>>>>> WHY this individual chose to start over (rather than add to
>>>>> the existing exporter), I do not know. The code base has
>>>>> become quite large however, so perhaps that is the reason.
>>>>> There are also comments in the source to the "main"
>>>>> exporter that he actually did work on it at some point. His
>>>>> code DOES support animation export, but it isn't as robust
>>>>> as the original in other ways. You can find that code here
>>>>> (git):
>>>>> 
>>>>> https://code.google.com/p/blender-osgexport-25/
>>>>> 
>>>>> To be completely honest, the state of all of this is a
>>>>> total mess. We now have 2 exporters, each possessing
>>>>> features the other lacks, and neither of which are
>>>>> (anymore) particularly clean or usable code bases.
>>>>> 
>>>>> I've talked with Cedric about the future of the "original" 
>>>>> exporter, and it certainly hasn't been forgotten, but he is
>>>>> an extremely, EXTREMELY busy person and it may be a while
>>>>> before anything happens.
>>>>> 
>>>>> I also tried adapting the code from Wiese's exporter
>>>>> myself, but I can't follow either of the exporters anymore,
>>>>> so no luck there...
>>>>> 
>>>>> 
>>>>> _______________________________________________ osg-users
>>>>> mailing list
>>>>> 
>>>>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>>>>>
>>>>>
>>>>>
>>>>>
>>>>
>
>>>>> 
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> 
>>>> 
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>>>>> 
>>>> 
>>>> 
>>>> ------------------ Read this topic online here: 
>>>> http://forum.openscenegraph.org/viewtopic.php?p=44047#44047
>>>> 
>>>> 
>>>> 
>>>> 
>>>> 
>>>> _______________________________________________ osg-users
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>>>>
>>>>
>>>>
>>
>>>> 
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> 
> 
> ------------------ Read this topic online here: 
> http://forum.openscenegraph.org/viewtopic.php?p=44116#44116
> 
> 
> 
> 
> 
> _______________________________________________ osg-users mailing
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> 
- -- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com
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