Here is a follow-up on my quest to find a art path that works with OSG, most recently with Blender.
Although my previous conclusion that OBJ is the only format which produces correct geometry, my excitement was dimmed when i found out that Blender's OBJ export flattens all transforms, effectively mashing a whole complex scene into a single rigid object. (In fact, i believe it has no choice, because OBJ can't represent an object's position). Furthermore, there is the classic axis problem: Blender has Z up, it writes an OBJ with Z up, OSG is Z up, yet, the model is not right-side up because OSG thinks OBJ is Y up. Blender's COLLADA export does not flatten transforms (hooray!) but then i found additional trouble with the exporter, including missing materials and strange normals behavior causing missing faces. I'm assuming the exporter is at fault on the normals, although it could be some interaction of the exporter and importer. I've updated http://vterrain.org/Implementation/ArtPath/blender-osg.html To summarize: I'm back to concluding there's no sufficiently functional way (yet) to get models from Blender to OSG. After giving up on 3DSMAX/OSGExp for reasons described before, this is really depressing. I'm at a situation of no art path. -Ben > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Ben Discoe > Sent: Sunday, August 13, 2006 12:44 AM > To: 'osg users' > Subject: [osg-users] Blender to OSG (was COLLADA plugin for > OSG onSourceForge) > > I spent this evening building the OSG COLLADA plugin and > starting to test it. [..] > > My reason for doing this is... A bit of a long story :) > > Basically, 3DSMAX has just been too much grief over the > years. It's terribly expensive, cracked versions are > unreliable, OSGExp is hard to build and not well supported, > and materials rarely look the same in MAX and OSG. > Hence, i'm evaluating the 'Blender' free modeller. > (http://www.blender.org/) > > My first impression is that Blender is great! Besides the > goodness of being cross-platform and open-source, it's a > downright pleasant and easy modelling tool. So, the > challenge becomes, how does one get models from Blender to OSG? > > My initial testing results are here: > http://vterrain.org/Implementation/ArtPath/blender-osg.html > > Executive summary: COLLADA looks promising, but not quite > there yet. Good old Wavefront OBJ worked the best of all > possible formats. > > -Ben _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
