Hi,

I use the blender-> osg exporter for my art. Have been doing so for a year or two.

I export the models from object-mode, find the output files on disk, and using a text editor strip the undesirable Material nodes and fix the texture paths. After that 15 second process I'm left with a working model that renders as expected. If I recall the exporter didn't always put extra Material nodes into the graph, that's fairly recent.

I'm sure it would be trivial to write a small c++ program to fix the texture paths and strip material nodes, or even refresh my python and attack the script itself. Right now though I'm only producing what art is needed to test my code's functionality. I'll be doing a lot more blender->osg exporting in the future.

I didn't know there were so many people out there using blender with osg, good to know I'm not a total minority :)

Alan.


On 19 Aug 2006, at 00:56, [EMAIL PROTECTED] wrote:

Ben,

The problem is that Blender output is not quite right yet. The Blender
exporter is creating both a color and a texture within a material;
making them invalid. It is supposed to be one or the other.

This problem has been reported to the plug-in developers. Hopefully they
will announce a fix for it soon.

Regards,
Marcus

--
Mark Barnes
COLLADA Project Lead, tel:+1.650.655.7342
Sony Computer Entertainment America
http://research.scea.com

On Fri, 2006-08-18 at 12:31 -1000, Ben Discoe wrote:
Nop,

Further results..

It dawned on me that i was not duplicating your steps _exactly_, with the stopsign example. You said to load the texture into Blender's "UV/ Image" view. I tried doing this, and lo and behold, osgexport now exports an .osg
with the texture!!

That... makes no sense at all. The material already has the texture loaded.
Blender renders it fine, and all the other exporters will export it
textured. Only the 'osgexport' seems to want it to be loaded in the UV view
too.

So, the good news is: osgexport writes an .osg with the texture.
The bad news is: osgexport uses that same textured material for _both_ objects, incorrectly. That means the Pole object also has the Stop texture
on it, which due to alpha, make the pole disappear :(

Both of these behaviors (needing the image to be shown in UV window, and exporting objects with wrong material) seem like giant bugs in osgexport.

On the other subject (Collada) i am still not able to get a DAE with texture to export either, so.... still no working functional Blender->OSG path :(

Thanks,
Ben

-----Original Message-----
From: Vincent VIVANLOC
Sent: Friday, August 18, 2006 4:22 AM
To: [email protected]

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?

Yep, osgexport DOES export textures.

I have modified your stop sign model and have checked out the
Fiat Stilo model.
Both of them are UV face mapped.
Do not ask me why, but osgexport exports the texture UV coord
and texture samples only in this mode.


1/ prepare your Blender model (See joint jpeg for illustration)

a-Go to UV face mode, select faces.
b-Load image and apply.
c-Optional : you can pack the model to embed  the texture in
the blend file.
d-Check the result in textured mode.

2/ export your Blender model

- osg export: Do you get the latest osgexport version (2.41)
? they fixed some stuffs for texture path and name. Paths are
exported absolute. I have submitted a new version to fix the
osg geode IDs (stripping out the spaces). Waiting for upload.

- collada export: You can choose between relative and absolute path.

3/ import in OSG

- osg export : textures are there
- collada export : no texture at all :( <- blender exporter /
osg importer need a fix ?

Nop.

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