I would say that it is for this purpose, do you have a simple test case
to reproduce it ? Be sure to have validate time keyframe, or It's
possible that there is a bug :)
On Wed, Jul 23, 2014 at 6:27 PM, Robert Gosztyla robert.goszt...@gmail.com
wrote:
Hi,
Me again ;). This time i would like
Hi,
Yeah you can merge all tri strip into one. on wikipedia there is an article
about it http://en.wikipedia.org/wiki/Triangle_strip
Cedric Pinson
osgjs.org - cedricpinson.com - sketchfab.com
On Thursday 6 February 2014 at 19:00, Cary, Karl A. wrote:
In the beginning our application
Hi ,
First you need to understand how bone animations works, else you will not be
able to manipulate the character.
http://en.wikipedia.org/wiki/Skeletal_animation then you can try to touch
osgAnimation::Bone it's the node used to control part of the skeleton.
Cedric Pinson
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crash on models with armature
https://github.com/cedricpinson/osgexport
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not work as you expect.
But if you are saving to osgb and it works when you reload it, I would bet that
some .osg code is not up to date to save stuff loaded by the collada, It would
need more investigation to tell what's happen.
I hope it gives you some idea where to look.
Cedric Pinson
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at CMakeLists.txt:832 (ELSEIF):
given arguments:
STREQUAL macosx10.6 / STREQUAL macosx10.5
Unknown arguments specified
-- Configuring incomplete, errors occurred!
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-MacBook-Pro:~/dev/osg/build-release #
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On Apr 11, 2012, at 12:26 , Cedric Pinson wrote:
I get this error while trying to compile osg on osx, any hints ?
2012
Thx for the hints, I modified the CMakeCache.txt file to point on the new
location of Xcode
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On Apr 11, 2012, at 14:49 , Stefan Radomski wrote:
Hi there,
I would
Hi,
So I guess we should make it optional to build tristrip or not. It's completely
insane the performance difference I have.
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On Mar 27, 2012, at 09:23 , Sergey
it ?
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able to export the model you talk with blender 2.61 r 42614.
Could you report the log file generated ?
Cedric
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On Mar 2, 2012, at 21:40 , Maia Randria wrote:
Hi Cedric
Cedric
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Yeah skinning animation work but the patch is not yet merged. The patch does
not allow the exporter to be called from command line. After fixing this it
should be merged soon in the trunk.
it should be ok next week.
Cedric
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Hi,
Skinning is not yet supported on the new blender exporter.
Regards,
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On Jan 9, 2012, at 12:31 PM, Benjamin Gehmlich wrote:
Hi,
I have a blend-file (test
Hi,
The best would be to improve the osgexporter to support skinning correctly for
blender 2.60. The repository is on github,
https://github.com/cedricpinson/osgexport
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-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1
Hi,
I updated http://showwebgl.com . This site let you show 3d models
using webgl. Because it's done with osgjs and osg, It can read most of
osg formats.
Have a try if you are curious
Cedric
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into
mine maybe I would only need to call the
*OpenSceneGraphExport(config) *method?
Thank you very much,
David
2011/12/13 Cedric Pinson cedric.pin...@plopbyte.com
mailto:cedric.pin...@plopbyte.com
Hi David, It's not an easy example, but a concret one. pokme was a
game and all 3d data
scene to OSG using your
exporter?
Thank you very much for your time and you awesome script :)
David
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much.
BTW, what kind of animation should be worth to be done with Blender
and exported to OSG since with OSG, we can also do animation ?
Maia
Cedric Pinson wrote: Thank you, I fixed the problem, btw it's not
exported correctly because of skeleton. Anyway now it save it
without error
by not unzipping the
file. Does your addon support animation?
Thanks again, Nate
On Fri, Dec 2, 2011 at 6:42 PM, Cedric Pinson
cedric.pin...@plopbyte.com mailto:cedric.pin...@plopbyte.com
wrote:
To install last version of the exporter go in user preference,
then 'install addons' with the zip file
,
both 64 bit. I am running Windows 7 64bit. Any help would be appreciated.
-Nate
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-BEGIN PGP SIGNATURE-
Version
. The new osgExport.py is identical to the old
one. -Nate
On Fri, Dec 2, 2011 at 4:19 PM, Cedric Pinson
cedric.pin...@plopbyte.com mailto:cedric.pin...@plopbyte.com
wrote:
Hi,
use the zip file inside
https://github.com/cedricpinson/osgexport/tree/master/blender-2.5/build/
And install
buttons in preferences, navigate to the
path above, select osgExport.py and click install Addon.
The addon shows up but I am unable to check the enable box for it.
How do you run blender from the command line?
Thank you. -Nate
On Fri, Dec 2, 2011 at 6:08 PM, Cedric Pinson
cedric.pin
at this moment ?
Also, those two exporters work for Blender 2.5x, does someone try
exportation with the latest Blender version 2.6 ?
Thank you very much for your work,
Maia
Cedric Pinson wrote: Did you try this
https://github.com/cedricpinson/osgexport ?
Cedric On 11/25/2011 11:46 PM, Maia
:
http://forum.openscenegraph.org/viewtopic.php?p=44164#44164
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, those two exporters work for Blender 2.5x, does someone try
exportation with the latest Blender version 2.6 ?
Thank you very much for your work,
Maia
Cedric Pinson wrote: Did you try this
https://github.com/cedricpinson/osgexport ?
Cedric On 11/25/2011 11:46 PM, Maia Randria wrote
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-optimizations/
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-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.11 (GNU/Linux)
Comment: Using GnuPG with Mozilla
that exports some objects of the scene to OSG, how can i
call the OSG exporter from within my script and pass an object to
export?
Thank you very much.
David
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On 5 July 2011 01:11, Cedric Pinson cedric.pin...@plopbyte.com
mailto:cedric.pin...@plopbyte.com wrote:
Could you post it on the mailing list because I dont maintain 2.8
branch from a long time ago.
Cedric
On Tue, 2011-07-05
of node1 will
not be sorted.
If you experience performance issue please report it.
Cedric - http://osgjs.org
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Hi,
osg.Light has changed in the trunk. Now the StateAttribute compute
lighting per pixel and support Directional/Point/Spot light.
An example should come quickly to demonstrate it.
Cheers,
Cedric
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was responding to
and somehow I transposed that. It WAS Ruben, sorry. :)
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in localStorage and
reloaded. It misses some part like looking for existing uniform instead
of creating new one...
see a simple example http://osgjs.org/osgjs/examples/fog/index.html
The visitor is in early development and guess some bugs :)
Cedric
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=42535#42535
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it everything is on github.
Cheers,
Cedric
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Hi,
Both, api changed and some internal stuff too. But it's not so
different.
Cedric
On Wed, 2011-08-10 at 10:16 -0400, Jeremy Moles wrote:
On Wed, 2011-08-10 at 14:21 +0200, Cedric Pinson wrote:
Hi,
just to talk about the blender 2.5 exporter. The plugin is on github
https://github.com
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Hi,
I was wondering why the collada ID is used to fill the name of osg node
and if It would be suitable to change it to use the NAME field of
collada node ?
Regards,
Cedric
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this topic online here:
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model if there is something
wrong.
Cheers,
Cedric
Looking forward to hearing from you
Cheers
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model if there is something
wrong.
Cheers,
Cedric
Looking forward to hearing from you
Cheers
Aaron
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to know if other people are working on this plugin and what
is the state of the collada plugin related to the spec.
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Hi,
Yeah but I know they blacklist some drivers version even on nvidia
because of bug in OpenGL drivers...
Maybe you have to enable it manually if you are on this case.
Cedric
On Wed, 2011-02-23 at 13:02 -0500, Jason Daly wrote:
On 02/23/2011 11:35 AM, Cedric Pinson wrote:
Hi,
Try those
there
specifically, but I suspect the osganimation serializer is in need of
updating. Cedric Pinson wrote osgAnimation so he's the best person to
consult on this matter.
On 16 February 2011 16:23, Thomas Hogarth thomas.hoga...@gmail.com
wrote:
Hi Michael
/~rsilveira
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. I'll have to edit this model and
eliminate this actions with 0 frames because I got the new warning
message every frame =)
Renato
On Wed, Feb 23, 2011 at 7:53 PM, Cedric Pinson
cedric.pin...@plopbyte.net wrote:
I have commited a fix, could you have a try ?
And if you
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is welcome
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if you like. I don't currently have a linux box setup but can look
into it if you want?
Thanks again
Tom
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/* -*-c++-*-
* Copyright (C) 2008 Cedric Pinson morni...@plopbyte.net
different animations in the
Action editor. As for joining/splitting existing animations, I'm not
sure how to do that. Maybe you can copy several channels to other
animation...
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, Michail Lanam wrote:
Cedric Pinson wrote:
Yes Ipo as Action does not works, but you should be able to export ipo
assigned to object. I have added some python script in pokme to merge
ipo with bones animation but after the exporter step.
And again, suddenly, it comes to the beginning
services
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Is there a better mailing list to talk about it ?
Cheers,
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it would affect too
many users as DeleteHandler is a very niche feature.
Robert.
On Mon, Aug 2, 2010 at 8:39 AM, Cedric Pinson
cedric.pin...@plopbyte.net wrote:
Hi Robert,
I have work on a small tool to detect how a program evolve during time,
It tracks the numer of instance of each
that don't work with
2.8.
Is there a way to download an old version of the exportar to use for
the 2.8 version?
thanks a lot
Simone Mangano
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/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield
*
* This library is open source and may be redistributed and/or modified under
* the terms
and OpenSceneGraph services
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explanation will help you.
Cheers,
Cedric
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On Thu, 2010-07-08 at 11:53 +0200, Raymond de Vries wrote:
Hi Gianni,
As far as I can see the euler animation
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I made a quick test, and it seems that other examples related to
osgAnimation works fine, I suppose it's just something related to
display.
I will continue to debug it later
Cheers,
Cedric
On Wed, 2010-06-02 at 12:45 +0200, Cedric Pinson wrote:
Hi Robert, All
I dont know how yet
Ok in fact it works, just the camera is not set correctly by default. So
the nathan.osg is loaded but very far and clipped.
I will check later why ...
Cheers,
Cedric
On Wed, 2010-06-02 at 13:22 +0200, Cedric Pinson wrote:
I made a quick test, and it seems that other examples related
...
Alessandro
On Wed, Jun 2, 2010 at 4:09 PM, Cedric Pinson
cedric.pin...@plopbyte.net wrote:
Hi,
I dont have fbx plugin could you convert the fbx file
to .osg , I would
like to check
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On Fri, 2010-05-28 at 08:12 +, Aitor Ardanza wrote:
Hi,
I have seen in osgChina these lines of code ...
Code:
osg::ref_ptrosg::Node node = osgDB::readNodeFile(walk.bvh);
skelroot-setDefaultUpdateCallback
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