A quick note, you can get the obj plugin to not rotate the scene by passing in "noRotation" i.e.
osgviewer mymodel.obj -O noRotation
Robert.
On 8/17/06, Ben Discoe <[EMAIL PROTECTED]> 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
>
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