Re: [osg-users] osgexport - new version

2012-03-08 Thread Maia Randria
Hi,

Thanks. I will do so. 

Some report in the log file:

Type of eye.r is MESH
exporting object eye.r
mesh_object is Sphere.012
mesh eye.r with material eye.l
vertexes reduced from 60 to 24
faces 15
uvs channels 1 - dict_keys(['UVEye.l'])
WARNING update material animation not yet supported
WARNING your material 'eye.l' with texture 'bpy_struct, 
MaterialTextureSlot(Tex.008)' use an uv layer 'UVEye.l' that does not exist 
on the mesh 'eye.r', use the first uv channel as fallback
--
vertex groups False False 

Cheers,

Maia

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Re: [osg-users] osgexport - new version

2012-03-05 Thread Cedric Pinson
Hi,

That would be nice to report issue on the osgexport project because it's easier 
for me to see it. https://github.com/cedricpinson/osgexport/issues
The other thing that helps is to provide simple example that I could commit in 
the project, then we can use it as non regression tests.

I am able to export the model you talk with blender 2.61 r 42614.
Could you report the log file generated ?

Cedric

Cedric Pinson
Provide OpenGL, WebGL services
+33 659 598 614 - 
http://cedricpinson.com - http://osgjs.org - http://showwebgl.com

On Mar 2, 2012, at 21:40 , Maia Randria wrote:

 Hi Cedric,
 
 Thank you all for this new version. May I ask you with which Blender version 
 did you use for this version ?
 
 I am sorry if I bother you about this problem, but this OSGExporter doesn’t 
 work very well for me (I worked with Blender 2.59.0 r39307 (release version 
 of 2.59) as well as with 2.61.0 r42615, Windows 7-32 bits) and the results 
 are the same.
 
 I explain: for the avatar example (in the avatar directory on the osgexporter 
 website), I got an osg model with black rectangles around the eyes, the 
 mouth, etc. at the same place as of the spheres used to put the eyes, mouth.
 
 I also created 3D models with Makehuman, and no more success: I tried with 
 naked and dressed characters but both failed. For the dressed character, I 
 just got the skirt and a weird box …
 
 Please, may I ask you to have a look at my blend files and see what wrong am 
 I doing ?
 
 Thank you very much.
 
 Maia
 
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 http://forum.openscenegraph.org/viewtopic.php?p=46001#46001
 
 
 
 
 
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Re: [osg-users] osgexport - new version

2012-03-02 Thread Maia Randria
Hi Cedric,

Thank you all for this new version. May I ask you with which Blender version 
did you use for this version ?

I am sorry if I bother you about this problem, but this OSGExporter doesn’t 
work very well for me (I worked with Blender 2.59.0 r39307 (release version of 
2.59) as well as with 2.61.0 r42615, Windows 7-32 bits) and the results are the 
same.

I explain: for the avatar example (in the avatar directory on the osgexporter 
website), I got an osg model with black rectangles around the eyes, the mouth, 
etc. at the same place as of the spheres used to put the eyes, mouth.

I also created 3D models with Makehuman, and no more success: I tried with 
naked and dressed characters but both failed. For the dressed character, I just 
got the skirt and a weird box …

Please, may I ask you to have a look at my blend files and see what wrong am I 
doing ?

Thank you very much.

Maia

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=46001#46001





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[osg-users] osgexport - new version

2012-02-23 Thread Cedric Pinson
Hi,

There is a new version of the openscenegraph exporter for blender.
https://github.com/cedricpinson/osgexport/tree/master/blender-2.5/build

The multi material bug is fixed and we have the skinning animation support back.
Thanks to all contributors

https://github.com/cedricpinson/osgexport

Cedric

Cedric Pinson
Provide OpenGL, WebGL services
+33 659 598 614 - 
http://cedricpinson.com - http://osgjs.org - http://showwebgl.com

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