On Thu, 2006-08-17 at 22:06 +0200, Luigi Calori wrote: > I imagine you had tried http://projects.blender.org/projects/osgexport/ > > I tested it with blender 2.4.1 and was able to export the fiat Stilo > model found at http://puudeli.zoo-gate.fi/~haba/3d/ > with her texture. > > I' ve tried your stopsign, but it does not show textures in blender and > as well the texture did not came out in .osg > > hope it helps
Yeah, I was able to get the exporter to work w/ textures, but there were some silly path issues that need to be fixed. Maybe I'm doing something different? > Ben Discoe wrote: > > >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/ > > > > > > > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://openscenegraph.net/mailman/listinfo/osg-users > http://www.openscenegraph.org/ > _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
