Re: [osg-users] osgexport for blender?

2011-09-24 Thread Damyon Wiese
Hi Jeremy,

Just thought I would post to clarify the post about my exporter (This one: 
https://code.google.com/p/blender-osgexport-25/).

I originally tried to update Cedrics exporter for blender 2.5 and got some way 
but realised that I couldn't follow it well enough to do it without introducing 
a heap of subtle bugs. So I started fresh and wrote that new exporter you found 
- but my intent was just to write a proof of concept that Cedric could use when 
he came to update his exporter - I agree that having 2 exporters is not the way 
to go and that Cedric knows more than anyone about osgAnimation so his exporter 
should be the way forward. 

I let Cedric know about my exporter off list and have been giving him updates 
on the progress so that he can pinch bits from it when he gets to updating his 
code to support animation. The reason I didn't announce this exporter anywhere 
(but google found it obviously) is that I don't want to create this confusion. 

That said - until Cedric has finished his updates if someone uses my exporter 
and finds a bug, post it in the google code project and I'll be happy to look 
at it.

Regards, Damyon

... 

Thank you!

Cheers,
Damyon

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Re: [osg-users] osgexport for blender?

2011-06-19 Thread Damyon Wiese
Hi All,

Just to let you know that Cedric is looking at putting this script in a 
repository somewhere so we can track bugs/updates etc. He is just looking at 
the code first before deciding exactly what to do.

Cheers,
Damyon

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Re: [osg-users] osgexport for blender?

2011-05-29 Thread Damyon Wiese
Hi Aaron

If you found the 2.57 folder then you are in the right place - just create a 
scripts and addon folders in there. They wont exist at first unless you have 
installed some other script. 

So you should have:

some path/2.57/scripts/addons

with 
some path/2.57/scripts/addons/osgExport.py
and a folder:
some path/2.57/scripts/addons/osg/
with these files in it:
__init__.py osgconf.py  osgdata.py osglog.py  osgobject.py

(you may also have osgbake.py and osggui.py.del - but they are no longer used).

If you use the install add-on feature it wont work because it will only copy 
the osgExport.py file. You need the rest of the files from the osg folder as 
well. 

Here is a link to the blender wiki page with the scripts folder location on all 
the different platforms:

http://wiki.blender.org/index.php/Doc:2.5/Manual/Introduction/Installing_Blender/DirectoryLayout

Hope this helps

Regards - Damyon

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Re: [osg-users] osgexport for blender?

2011-05-29 Thread Damyon Wiese
Hi, Aaron

If you click the checkbox and it doesn't change - that means there is a python 
error - this could be because it can't find all of the script files or some 
other reason. If you open the console it will show you the error. 

I think blender on mac uses the system console - which means if you open the 
Console application (Applications/Utilities) the error should show up there. 

Cheers - Damyon

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Re: [osg-users] osgexport for blender?

2011-05-29 Thread Damyon Wiese
Hi Amigoface,

Sorry - I think this commit to blender changed one of the import paths. 

http://comments.gmane.org/gmane.comp.video.blender.scm/22522

Ie - my blender auto updated and I had to change one of the import paths to 
make the script work - but obviously that broke the script for blender versions 
before the above commit. 

Here is an updated script that should work for blender versions before and 
after the above commit. 

Cheers, Damyon

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Re: [osg-users] osgexport for blender?

2011-05-27 Thread Damyon Wiese
Hi Alberto,

The script is for using within blender. Copy the files from the blenderExporter 
directory to your blender scripts folder. I'm on linux so my folder is at:

~/.blender/2.57/scripts/addons/

Then when you open blender you will need to enable the script. 

* Open the User Preferences window (Ctrl + Alt + U)
* Click on the Addons tab
* Type osg in the search box
* Check the checkbox next to the Import-Export: Export OSG format (.osg) 
entry to enable the plugin. 
* Click Save as default to save the changes permanently.  

Now the File - Export menu will have an additional entry - OSG Model (.osg) 
which will run the script. 

Hope this helps - Damyon

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Re: [osg-users] osgexport for blender?

2011-05-27 Thread Damyon Wiese
Hi Alberto,

Here is an updated script that should fix this crash.

Cheers,
Damyon

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Re: [osg-users] osgexport for blender?

2011-05-26 Thread Damyon Wiese
Hi amigoface,

Thanks for providing the model - I have updated the script and it works for 
this sample now. If you hit any more bugs let me know. 

I dropped the test and data folder from this tar file because they haven't 
changed and they are a couple of mb each. 

Cheers,
Damyon

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Re: [osg-users] osgexport for blender?

2011-05-26 Thread Damyon Wiese
I just spotted another bug with dupli groups so here is a new version.

Cheers, Damyon

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Re: [osg-users] osgexport for blender?

2011-05-26 Thread Damyon Wiese
Hi Serge,

Thanks for reporting the problems and providing the model. Here is an updated 
script that properly excludes the animation update call if the mesh doesn't 
have NLA tracks. It also fixes the problem with the only selected checkbox. 
Seems to export and look just like the blender version.

Amigoface - this should make your runway model export a lot better too - I 
don't have the model on this computer so I can't test it right now. 

Cheers,
Damyon

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Re: [osg-users] osgexport for blender?

2011-05-24 Thread Damyon Wiese
I have been plugging away at this script and have a much better version now. 
See attached. It works well for my simple tests - but I don't have many example 
models to try.

Animations are supported as well as textures (either image or generated). It 
does not support animated materials like the old script does (mainly because I 
don't know how to create them in blender). 

If you have problems and want to report a bug - including the model will be a 
big help. I would still class this script as unstable - mainly because I 
haven't done too much testing - but if you have problems I'm willing to try and 
fix them.

Cheers,
Damyon

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Re: [osg-users] osgexport for blender?

2011-05-17 Thread Damyon Wiese
Yep - it's not real stable right now.

But I got the unit tests up and running on my copy now - (1 out of 5 passes) so 
I'll work on fixing them and post a new version. 

I also noticed when it's run from blender it saves the file to Scene.osg in the 
current directory regardless of the file you tell it. You may have seen that 
and thought you got no output with the default cube.

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Re: [osg-users] osgexport for blender?

2011-05-16 Thread Damyon Wiese
OK - no problem - here is the current version with animations not working. I'm 
still looking at the animations - I'll post an update here when thats done. 

Cheers,
Damyon

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Re: [osg-users] osgexport for blender?

2011-05-15 Thread Damyon Wiese
I am working on a new version of the exporter - it works for static meshes, but 
not animations yet. It does support vertex colors, materials and textures. I'll 
post it as soon as I have fixed the animation problem. 

The animations are exported from the list of nla tracks - but they don't work 
yet.

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Re: [osg-users] osgexport for blender?

2011-05-07 Thread Damyon Wiese
Hi All,

I have updated Cedrics export plugin for blender 2.57 and sent him the patch. 
In the mean time here is my modified version of his script (seems to work for 
me). 

Cheers,
Damyon

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Re: [osg-users] osgexport for blender?

2011-05-07 Thread Damyon Wiese
I have been testing a few more advanced models and have found some problems 
with the updated script - I'll take a look at it and see if I can fix it in the 
next few days.

I'll post any updates to this thread.

Cheers,
Damyon

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