Greetings all.  I've been lurking on the forums for a while, but have
never posted.  I'm a senior artist at the MOVES institute and have been
working with Brad for a while now to help streamline the OSG art
pipeline for our Max artists (and hopefully also the community at
large.) 

OSGExp has treated us extremely well up until we needed to build and
export a complicated model hierarchy or create articulated parts for a
model like the Sim community has been able to do with other tools for
quite some time.  Many of the higher end functions of OSG were simply
not available for inclusion to 3ds Max users.  The changes/additions
Brad has made for our local version have opened up a whole new world of
Max modeling options for OSG assets.

I think many of the limitations with the exporter stemmed from the
difference between how OSG and Max handle groups and hierarchies.  The
"children" of OSG helper nodes (ie: the geometry pointed to by an
OSG_LOD node) were never recognized as "linked" to anything by
Max...they still showed up on the scene root in Max (which meant that
you could move/alter parents without any relation to the children.)  The
OSG Node "children" just get held in a dataset until export when they
get properly ordered in the Scene Graph.  To complicate matters even
more...If you ever tried to Max-link an OSG helper node to anything else
in the scene it WOULD show up as "linked" in a Max schematic view, but
would then get re-ordered to the scene root on export.

While we all appreciate the importance of backwards compatibility, none
of the changes that Brad has made so far 'break' any older model created
with the use of helpers from older versions of OSGExp.  However the
functionality that he has added with the creation of group nodes and the
ability to hierarchically nest OSG nodes has exposed the
problem/question of how to best handle parent-child relationships
without the two different systems fighting for control?

For what it's worth from an artist's perspective...
In moving forward, I truly hope that the exporter can focus on the best
and most unified way for Max artists to create and export the highest
quality OSG models possible.  It would be extremely nice to use the
MAX-based linking throughout...so that what you build and see in a
schematic view in Max correctly represents how the Scene Graph will
export.  This change would indeed alter the behavior of older Max files
build with the previous OSG helpers, but I look at it this way:  If for
some reason an artist needed to go back into the Max file and make a
change to it for a new export...we'd be offering an opportunity for them
to upgrade their models at that time and export them in all the splendor
that they hoped for in the first place.  

-Will

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of A.J. Jessurun
Sent: Thursday, June 29, 2006 12:36 AM
To: osg users
Subject: Re: [osg-users] OSGExp

Hello Brad,

I could not say that there are currently any developers of OSGExp. Me, 
like a lot of people use OSGExp in projects and during those projects we

find bugs or features we need, and then solve/add those. I give a high 
priority to backwards compatibility. It would not be nice to reexport a 
project and find out that it doesn't behave as before anymore. Most of 
the time I solve this by adding an export option that turns certain 
behavior on or off. Maybe such a solution is also possible with you 
fixes. I am very interested what you have done, and would like to take a

look at it. My time is limited, but maybe I can include it so that other

people can also use it. I know a lot of people are interested in 
osgSim::DOFTransform support for OSGExp.

Greetings, Joran.

Anderegg, Brad USA wrote:
> Hi,
>
>   Due to recent requirements of some projects I have updated the
OSGExp
> for 3dsMax to add support for osgSim::DOFTransform nodes.  I also
fixed
> a couple of issues with the exporter which were stripping out the
OSGExp
> Helper hierarchy on export.  In doing so, I had to break the support
for
> linking objects in the max hierarchy sense, which only seemed to work
in
> certain cases originally anyway.  And so the only way to form an OSG
> hierarchy in max is through the OSG Helpers, in order for this to work
I
> also added support for a Group node.
>
> Although I would like to fix support for max linking and possibly
remove
> support for adding children through the helper, this would be a major
> overhaul and I have run out of time to work on it.  So I guess my
> questions are: What direction are the OSGExp developers going in, and
> can we agree on a single solution for forming a scene hierarchy in
max?
> and finally are the changes I made relevant to anyone in the OSG
> Community that would like to adopt them or expand upon them?
>
>
> Brad  
>
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://openscenegraph.net/mailman/listinfo/osg-users
> http://www.openscenegraph.org/
>   

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