Re: [osg-users] Call for assistance: Migrating and updating tutorials

2017-10-16 Thread Björn Blissing
Hi,

First of all Michael Kapelko's tutorials looks amazing. He must spent a lot of 
time producing these. One problem though is that they do not specify any 
permissive license. Another problem is that they are in video form and those 
are hard to change if anything needs changing (other than rerecording the 
video). So I do not think they should be included in any form of "official" 
tutorial.

My idea of converting some of the older tutorials to github pages was mostly 
meant as proof-of-concept to test out the technology. But I agree with you 
Robert that we should not copy the old but instead create a new set of modern 
OSG tutorials. Before we start doing these I think we need to have an outline 
of the "curriculum". We also need to think of the target audience. What should 
the prerequisite knowledge level be? Knowing C++ and basic computer graphics??

If done correctly I think many of the reoccurring questions on the mailing list 
would disappear.

Regards,
Björn

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[osg-users] [osgPlugins] BVH and model axis centering: a modeling and exporting problem...

2017-10-16 Thread Dario Minieri
Hi,

I'm working on BVH files and retargeting on model. My tests say that BVHReader 
supports the MotionBuilder BVH only, so the 3D model needs to have the skeleton 
bones with Y up convention.

I have some models from MAXIMO that come in an old 3D model set that works fine 
(exported by MotionBuilder 7.5). Because I need to apply BVHs to a different 
model, I've tried to copy the original working skeleton to a my model.

I'm using C4D R18 (exporting in FBX 2010 because is the only one that works 
well with textures export too) to do that and basically works.

But there is a problem. In the first video ("ok") we can see the original 
model: he falls on your knees correctly using as origin point one at foots 
level.

https://drive.google.com/open?id=0BwklgQHmJ_FuZlRsS2RPb0d0ak0

In the second video ("wrong") we can see the new model with the original 
skeleton exported via C4D: it falls on your knees in a wrong way using as a 
point of origin one at waist level.

https://drive.google.com/open?id=0BwklgQHmJ_FuVzNBemk4NlVJdlE

In C4D the main axis of 3D model is EVER at foots level, there are no changes 
about axis position. Simply, if I'm import in the C4D the MIXAMO original model 
and I export the SAME model without any modification, the incorrect behavior 
come up! We have a similar behaviour using Blender also. 

Someone had a similar experience using BVHs?

Thank you!

Cheers,
Dario

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Re: [osg-users] Call for assistance: Migrating and updating tutorials

2017-10-16 Thread Robert Osfield
Hi Guys,

Using gihub to host tutorial makes a lot of sense.  I'd be happy to create
an OpenSceneGraphTutorial repository on the OpenSceneGraph github account
and then grant write permission to those who would like to pitch in.

I don't think the old tutorial on old OSG website would be a good starting
place, most of out of date and or awkward in implementations taking
approaches that I wouldn't personally advocate.  A clean room set of
tutorials based on OSG-3.4 would probably be better.  In OSG-3.4 onwards
there is a examples/CMakeExample that provides a very minimal CMake that
enables build of standalone OSG example, this might also be somewhere to
start for standalone tutorials.

FYI, Michael Kapelko has already done some work OSG cross platform guides
that he's posted on github:

   https://github.com/OGStudio/openscenegraph-cross-platform-guide

This set of tutorials is nicely self contained so I wouldn't suggest
replacing this or using it as a starting place but it'd be good to keep
things coherent in some way, perhaps even moving Michael's repo into the
offical OpenSceneGraph would make sense, but still have this sit in
parallel to other Tutorial efforts.

Robert.
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Re: [osg-users] Call for assistance: Migrating and updating tutorials

2017-10-16 Thread Björn Blissing

Chris Hanson wrote:
> I like the idea, assuming we can link them to the main site without problems.
> 


Well, I have little experience on integrating GitHub pages to other sites. 
Maybe there is a simple way to import github markdown documents that could be 
integrated into the main site. 



Chris Hanson wrote:
> But it still means people need to set that up, and migrate/update the 
> tutorials.
> 
> And I'm not hearing much response on that.


I could probably take a stab at some of the basic tutorials, but there is 30 
basic tutorials on the link above (+14 by Franclin Foping). There is probably 
some overlap in content as well. Then there are multiple links to more advanced 
tutorials. It would be impossible for me to do them all.

BUT I could convert a few of them tonight and make a test with the GitHub 
solution on my own account. Then we could evaluate the technical solution, 
before spending too much time.

Regards,
Björn

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Re: [osg-users] Call for assistance: Migrating and updating tutorials

2017-10-16 Thread Chris Hanson
I like the idea, assuming we can link them to the main site without
problems.

But it still means people need to set that up, and migrate/update the
tutorials.

And I'm not hearing much response on that.


Come on people, this is something that significantly helps the community,
that you yourself probably benefitted from.


On Mon, Oct 16, 2017 at 3:35 AM, Björn Blissing 
wrote:

> Hi,
>
> One idea could be to move the tutorials section to GitHub. That is
> creating a new github repository under the OpenSceneGraph account. We
> already have the OpenSceneGraph-Data repo, why not create a
> OpenSceneGraph-Tutorials repo?
>
> Each tutorial gets its own folder, which stores both the tutorial, as well
> as the source in compilable form. The tutorials could use the github pages
> function where the tutorial text could use markdown for formatting. Then we
> could link from the openscenegraph homepage to the github tutorial pages.
>
> If setup correctly, it is even possible to have automated testing of the
> tutorials to check if any of them breaks when osg gets updated.
>
> Regards,
> Björn
>
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>
>
>
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Re: [osg-users] Call for assistance: Migrating and updating tutorials

2017-10-16 Thread Björn Blissing
Hi,

One idea could be to move the tutorials section to GitHub. That is creating a 
new github repository under the OpenSceneGraph account. We already have the 
OpenSceneGraph-Data repo, why not create a OpenSceneGraph-Tutorials repo? 

Each tutorial gets its own folder, which stores both the tutorial, as well as 
the source in compilable form. The tutorials could use the github pages 
function where the tutorial text could use markdown for formatting. Then we 
could link from the openscenegraph homepage to the github tutorial pages.

If setup correctly, it is even possible to have automated testing of the 
tutorials to check if any of them breaks when osg gets updated.

Regards,
Björn

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Re: [osg-users] [forum] Best Model For Augmented Reality?

2017-10-16 Thread Robert Osfield
Hi Bobak,

On 15 October 2017 at 11:35, Bobak Hossainkhani <
bobak.hossainkh...@gmail.com> wrote:

>  Hi. Sorry for bad English and I appreciate your replies. Here I will
> explain what the problems is:  There are some 3D model of clothes which are
> in obj format (or I can use another format). The models can be load and
> move, scale and translate with no problem. I want to rotate some part of
> the model (i.e. move its sleeves up without changing entire model
> position). Is there any way to do so in OSG? And if it is, how to do that
> to be realistic.  It sounds there is a feature in Nvidia graphic cards,
> called Physics which can be used to make the model (clothe e.g.  a shirt)
> look real in OSG coordinate system.  Thank you for your help.
>

You can move components of a scene around in the OSG using in different
ways.

If you want to move a complete geometry(ies) as solid objects then
decorating the subgraph that contains them with a Transform nodes like
osg::MatrixTransform or osg::PositionAttitudeTransform.

if you want to movement only parts of a geometry or you want to move them
in non-uniform ways then you'll need to modify the vertices within the
geometries directly.

For more advanced movements you can combine use of Transform nodes by
nested them within each other, and use vertex shaders to move vertex to
animate them.

However, from what you've written so far it doesn't sound like you are just
new to the OSG, it sounds like you are new to scene graphs and real-time
graphics, an advanced and relatively low library like the OSG might be
capable of doing eveything you want but may not be the best tool for you
personally.

Robert.
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Re: [osg-users] Migration from 3.0.1 to 3.2.0 (CEGUI)

2017-10-16 Thread Shuai Zheng
Hi,Garthy

I am so lucky to find this webpage and find your solution four years after your 
post. I am finishing a project in such a hurry that I have no time trying out 
this osgshadow & CEGUI problem. Thank you so much and my problems are totally 
solved by your solution.


Thank you!

Cheers,
Shuai

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