If OpenScenegraph can load the 3DSMax 3D object, so can osgconv.  osgconv
will write an OSG file when given a file name with osg extension as second
argument.

Christian



2014-10-22 11:50 GMT+02:00 Chris Hidden <[email protected]>:

> Hi cbuchner.  Thanks for your help.
>
> Does 3ds Max have an osg exporter? Also if I converted the .3ds file to
> osg will it retain the bone structure?  The reason I export the hand models
> from .3ds to .fbx is to preserve the bone structure.
>
> Im assuming you mean that when I construct a model I would
> setUseDisplayLists to false and setUseVertexBufferObjects to true.
>
> As I am importing a finalized model I am avoiding making any direct
> geometry modification in OSG.  If that is what you mean, unless I am
> misunderstanding.
>
> Also I took a look at osgAnimationhardware, thinking that might show me
> how to run stuff from osgAnimation on the GPU.  However when I run the
> example FRAPS reports it at 5 fps?!  So Im not really sure why its doing
> that.
>
> I also took a look at osgAnimationSkinning and the example shows how to
> skin a model you are building yourself.   I already have the hand models
> built, skinned and rigged in 3ds Max. I was hoping there was a way to
> import that model as .fbx ( or sure even .osg if it preserves the rigging)
> and have good performance. My scene is incredibly simple as it includes
> only the .fbx hand models and 2 half sphere models....
>
> So I am obviously doing something quite wrong, just not sure exactly
> what.  Even with a delay from the sensor, I shouldn't be getting that low
> fps.
>
> If I understand what Robert has been getting at the CPU is handling all of
> my data for redrawing vertices.   Im not sure how to tell osg to use the
> GPU or design or import my model so that it does or even how to recalculate
> the bone positioning so that it does.
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=61364#61364
>
>
>
>
>
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>
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