Hi John, Here I am back about Blender. When you said, don't forget Blender, I do not and have tried to do some work wit it. From Blender, there are several exporter: osg models, fbx, 3ds, collada. Which ones are the best exportes from Blender to OSG ?
I installed the plugin from Cedric Pinson, but I had troubles about the resulted exported file when viewing with osgViewer (missing parts, bad texturing, etc.) ? Which ones export animation/armature ? 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=44977#44977 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org