Re: [osg-users] Character modeling + Cloth simulation + Blender osgExporter

2012-04-17 Thread Luc St-Pierre
Hi,

We do export from MakeHuman to blender to our application here using OSG.

But we export in FBX instead of exporting in OSG, and from what I understand is 
that you need to have only one material and one mesh from you model (joint the 
clothes with the skin) to have only one rigGeometry in your OSG afterward.

Maybe those are not real limitation but it is the way that I found to fix the 
bug that your describing.

I'm also interested in this issue (could make it easier to change the clothes 
over a skin dynamiquely) if someone know how.

Thank you!

Cheers,
Luc

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Re: [osg-users] Building new website, assistance appreciated!

2012-04-17 Thread Chris Hanson
On Tue, Apr 17, 2012 at 10:27 AM, Robert Osfield
wrote:

> Hi All,
> I'm happy to add/change permissions of others, just let me know what
> you'd like to contribute to and what types of rights you think you'll
> need.
>

I would like to be able to contribute in the future but as of this month
I'm sort of swamped with other matters.

You cans see from my TRAC history that I do try to keep the (old) site up
to date and correct when and where I discover problems.


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Re: [osg-users] Building new website, assistance appreciated!

2012-04-17 Thread Robert Osfield
Hi All,

I have just set the permissions of a couple of the openscenegraph.com
registered users to Publisher, which should allow those with this new
right to be able to edit existing articles, add new ones and publish
them so they appear on the site so that others can view and review
them.  Looking at interest in helping out with the new website and a
little presumption I've given the following people Publisher rights:

  Paul Martz,
  Rui Wang
  Thomas Holgarth
  Torben Dannhaur

I have also add Jordi Torres with Administrator rights as he's got
prior experience with Joomla and is now helping out with the old
nursing the old Tracs openscengraph.org website.

I'm happy to add/change permissions of others, just let me know what
you'd like to contribute to and what types of rights you think you'll
need.

I'm viewing this changes in rights as experiment for now.  I'd like to
get a basic but functional website up for now, as get more experience
with Joomla and the way of working with it it will be appropriate to
review the rights we give different users.

For those with the new rights, if you do plan on modifying the actual
website and publishing the results please let us know what you will be
working on so we can coordinate our efforts.

Cheers,
Robert.
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Re: [osg-users] Building new website, assistance appreciated!

2012-04-17 Thread Robert Osfield
Hi Thomas,

On 17 April 2012 15:59, Thomas Hogarth  wrote:
> So I had a quick stab at porting the Getting Started page to Joomla. I still 
> don't have any kind of admin rights on the osg.com site so for now I did it 
> on my website
>
> http://www.hogbox.co.uk/joomla/index.php?option=com_content&view=article&id=47:getting-started&catid=31:general&Itemid=46
>
> That was a straight copy and pate from the osg site (rendered in browser, not 
> viewing source), into the joomla editor.
>
> Worked quite well as it only took about 30 seconds.

Looks quite reasonable.  The links are the things that will require
further work, as these are mostly within the old wiki one would need
to create new articles for each of these.

> So transfering stuff as is is easy enough. So I think we just need to think a 
> little about re aranging.

I think it would probably be a good time to rewrite the main pages
that the community will be using.  The GettingStarted for instance
could probably be separated directly into platform specific pages.   I
haven't yet spent time working on the layout, rather been
experimenting with joomla, extensions and getting resources like
releases copied across to the new site.

Robert.
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Re: [osg-users] Building new website, assistance appreciated!

2012-04-17 Thread Robert Osfield
Hi Torben,

On 15 April 2012 13:52, Torben Dannhauer  wrote:
> btw: the registration email of openscenegraph.com ist still not delivered to 
> my Email server.

I just checked the list of registered users on the new site and see
that you hadn't been activated yet, I presume due to your email not
yet appearing.  Might this be the  due to the SPF record issue that
Thomas's earlier email in this thread mentions?

As it looks like your having problems I have gone ahead and activated
your login.

Robert.
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Re: [osg-users] Building new website, assistance appreciated!

2012-04-17 Thread Thomas Hogarth
Hi Robert

So I had a quick stab at porting the Getting Started page to Joomla. I still 
don't have any kind of admin rights on the osg.com site so for now I did it on 
my website

http://www.hogbox.co.uk/joomla/index.php?option=com_content&view=article&id=47:getting-started&catid=31:general&Itemid=46

That was a straight copy and pate from the osg site (rendered in browser, not 
viewing source), into the joomla editor.

Worked quite well as it only took about 30 seconds.

So transfering stuff as is is easy enough. So I think we just need to think a 
little about re aranging.

Cheers
Tom

PS
Something weird about the url I've given, If I add the [url] tags round it it 
just sends me to the root of my site. So just copy and pate into url bar

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[osg-users] Character modeling + Cloth simulation + Blender osgExporter

2012-04-17 Thread Maia Randria
Hi,

I’m currently really stuck on the osgExport (Blender to OSG). 
Do someone has any experience with this?
I am using the last version of osgExport and the release 2.61 version of 
Blender (r42615):
https://github.com/cedricpinson/osgexport/downloads

For example, I tried to export the avatar example in the data directory, but I 
got no texture of the eyes, nose or mouth. Does someone have tried this (the 
texture are packed in the blend file)?
http://www.pasteall.org/pic/29641

I would like to use Makehuman:
- the nude models export to OSG with texture, though I had some trouble about 
it before: I needed to save the texture files as .png file; otherwise, if I let 
the files as .tif (the original texture format), I got no texture.
 - when I tried to export clothed models, I just get the external skirt 
exported and everything else is black. (see http://www.pasteall.org/pic/30353)

In Makehuman, clothes and body are separate layers: does osgExport work with 
separate layers ? 

Also, I would like to have some advice about clothing a human character to be 
used with OSG, especially for character animation. Are clothes used as separate 
nodes with cloth simulation ? 

Thank you!

Cheers,
Maia

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Re: [osg-users] [build] How can I obtain the osgQt library?

2012-04-17 Thread Preet
Hiya,

I'm not too sure how to use CMake with Windows. There was an older
message on this list you might find helpful:
http://comments.gmane.org/gmane.comp.graphics.openscenegraph.user/67825

Its a bit overkill because it compiles all of osg if you follow it
step for step. When you run CMake on the top level directory of
OpenSceneGraph, it'll generate the files necessary to build all the
OpenSceneGraph components. Depending on your IDE/build setup once you
run CMake, you can probably figure out how to compile just osgQt.
Again, I'm not too familiar with building on Windows, so maybe someone
else from the list can chime in.


Preet
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Re: [osg-users] ViewDependentShadowMap

2012-04-17 Thread Daniel Schmid
Hi Mike

Thanks for your suggestion for the clipping distance. It is more ore less the 
same approach like the one proposed in the submission of Wang Rui (see 
http://lists.openscenegraph.org/pipermail/osg-submissions-openscenegraph.org/2012-April/009292.html)
 .

It basically works form me, but there is a problem I noticed. When I look +/- 
into light direction, I have good looking shadows, when I turn away from light, 
my shadows drop heavily in resolution. This happens also with standard clipping 
implementation. Do you you have any ideas?

There is a drawback in the current implementation of ViewDependentShadowMap. It 
has a couple of local classes defined in the .cpp file, like 
VDSMCameraCullCallback and ComputeLightSpaceBounds. When I want to derive my 
own class from ViewDependentShadowMap, and overwrite cull method, I end up 
copying all these classes aswell into my derived implementation.
@Robert : please move the definition of these classes into the header file, 
this makes life much easier !

Regards
Daniel

Von: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] Im Auftrag von Mike Connell
Gesendet: Montag, 16. April 2012 10:07
An: OpenSceneGraph Users
Betreff: Re: [osg-users] ViewDependentShadowMap


On 11 April 2012 15:35, Daniel Schmid 
mailto:daniel.sch...@swiss-simtec.ch>> wrote:
Hi all

Somehow I feel pretty alone out here working with VDSM...
I have a huge paged terrain, and shadow looks awesome unless that as soon as I 
change my viewpoint (move camera), the shadows start to flicker and fuzz. I 
need somehow to limit the shadow distance... similar to MinimalShadowMap where 
you can set min max clip plane. I tried to modify computeShadowCameraSettings 
method by setting the xyzMinMax values fort he projectionMatrix to fix values, 
but this didn't bring much success.

Does anybody have a modified or advanced version of VDSM with a clipping limit ?

Regards
Daniel


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Hi Daniel

I replied to you on the forum last week but I see my post never got through.

I have done this, although I don't have a copy against the current VDSM source. 
I haven't tested this code, but it was working for me when I used it, so what 
you want to do is certainly possible. What I did was to override the VDSM::cull 
method and then after the first scenegraph traversal I had code like this:

// 1. Traverse main scene graph
cv.pushStateSet( _shadowRecievingPlaceholderStateSet.get() );

osg::ref_ptr decoratorStateGraph = 
cv.getCurrentStateGraph();

cullShadowReceivingScene(&cv);

cv.popStateSet();

if (cv.getComputeNearFarMode()!=osg::CullSettings::DO_NOT_COMPUTE_NEAR_FAR) {
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Re: [osg-users] stutter while loading new scenery

2012-04-17 Thread Wolfgang Rostek
Thanks Mathias,

very useful infos which guides me what to learn next from FG/OSG.

The ATI card seems to run into the same trouble which is gone as well now.
Maybe a newer driver is fixing that.

ATI Radeon HD 5870
fglrx 8.77.5 [Aug 25 2010] 

regards
Wolfgang R.

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Re: [osg-users] stutter while loading new scenery

2012-04-17 Thread Mathias Fröhlich

Hi,

On Monday 16 April 2012, Wolfgang Rostek wrote:
> We are working on a cockpit prototyping tool. FG is mainly used for the
> outside view only. The instruments and even the HUD is done in its own way.
>
> My personal interest is to enhance the quality of the outside view part.
> That means a mandatory >= 60fps and maximum resolution.
>
> In other departments we run flight simulators with COTS components as well.
> It seems that they scale sometimes better by throwing more HW on it (more
> cores, multiple GPUs). But as I read within the discussions here that seems
> to be a not so simple topic.
Yes and no.

That topic has a lot of aspects. FlightGear itself often suffers from the aim 
to get eye candy as well. Thats something you can switch off and should 
switch off for your purpose I think.
Then there are plenty people out there who do models in a way that hits draw 
performance a lot. So, that something you can probably address by throwing 
out some of the models ot of the stg scenery files.
It's hard to tech people without any background in how a gpu works and who 
never had their hands on a scenegraph how to do models so that they look nice 
*and* render fast.

Also there is a lot space for improovements in the model format that is used 
in flightgear. We have extremely verbose scenegraph that just takes time to 
*traverse*. This is due to historic behavior that is still in place ad used 
often.
So, I am behind improoving this, but this takes (my spare) time ...

> From my user point of view it is most disturbing to see the framerate. I
> would prefer to have this fix and in high resolution areas the LOD should
> drop. I did a short comparison to GenesisRT and their fixed framerate seems
> more natural to me.
We can achieve something like that using the lod scale that can be adapted 
dynamically in osgviewer. That's fine and on my todo list for some time now. 
The same time argument...

> But anyway I like FG and saw a bunch of excelent features (property tree,
> IPC) to learn from.
Ist's open and you can change this fo your needs if you have special needs.

Well, if you have problems feel free to contact either me personally or ask 
questions at the flightgear maling list.

Greetings

Mathias

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Re: [osg-users] [build] How can I obtain the osgQt library?

2012-04-17 Thread Mark Green
Hi,

I'm using Windows XP (32 bits). The software will once finished also have to be 
used on a Linux distro (I believe openSUSE if that makes a difference).
How exactly would I go about compiling osgQt so that I can use it? 
>From what I've gathered,I would need to use CMake somehow. Unfortunately I 
>have never used that and so far every description of the procedure has sounded 
>like magic in my ears.


Thank you!

Cheers,
Mark

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Re: [osg-users] [build] How can I obtain the osgQt library?

2012-04-17 Thread Preet
Hiya,

Same thing happened to me. You didn't mention which OS you were on,
but if you can't find osgQt separately for your distro, you can always
grab from source and compile it.

Preet

On Tue, Apr 17, 2012 at 3:31 AM, Mark Green  wrote:
> Hi,
>
> This is probably a stupid question, but how do I obtain the osgQt lib file? 
> Unlike the other libraries I needed, It did not seem to come with my original 
> install, and I have been unable to locate the lib file in any of the 
> downloads on this site or anywhere else on the net.
>
>
> Thank you!
>
> Cheers,
> Mark
>
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>
>
>
>
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[osg-users] [build] How can I obtain the osgQt library?

2012-04-17 Thread Mark Green
Hi,

This is probably a stupid question, but how do I obtain the osgQt lib file? 
Unlike the other libraries I needed, It did not seem to come with my original 
install, and I have been unable to locate the lib file in any of the downloads 
on this site or anywhere else on the net.


Thank you!

Cheers,
Mark

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