Hi Tung,
I think you have to use .fbx format to keep the animations.
And don't forget to download fbx SDK and recompile OSG with FBX plugin.
You can then use osganimationviewer to look at the result.
Cheers,
/Per
On 18 January 2016 at 09:59, Tung Nguyen wrote:
> Hi
On 18 January 2016 at 10:47, Maxim Kuzmin wrote:
> Hi Robert,
>
> You've mentioned that osgViewer in OSG 3.4 has support of coordinates
> remapping:
>
>
> robertosfield wrote:
>>
>> In the svn/trunk and OSG-3.4 branch of the OSG there is support in osgViewer
>> for remapping
Hi Joseph,
If you are using unix then you can run the build in parallel, for
instance on my iCore7 system I do a build with:
make -j 8
I also tend to just build release. For testing purposes I also build
the examples but if you just need to libs and plugins then there is no
need to build
Hi all,
I'm a new member and known this group nearly, i have a trouble with FLT file
when try to export an 3ds max model have animation to an OSG format(Flight
studio - FLT). I designed a model in 3ds max and add some simple animation, now
i want to export that model to FTL file, but have no
Dear OSG developpers,
I'm using OSG with the DAE plugin in a project. Currently, I'm compiling OSG
from the source. Everything works great, as expected. The only inconvenient is
the compilation time.
I have thought of modifying the CMakeLists so that it only compiles the DAE
plugin. For all
Hi Robert,
You've mentioned that osgViewer in OSG 3.4 has support of coordinates remapping:
robertosfield wrote:
>
> In the svn/trunk and OSG-3.4 branch of the OSG there is support in osgViewer
> for remapping coordinates when the viewer has slave Camera's that do
> distortion correction via
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