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

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 -- Read this topic online here:

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

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

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

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

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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39870#39870 osgexport-no-mercurial-20100527_r6.tar.gz Description: GNU Zip compressed data

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

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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39771#39771 osgexport-no-mercurial-20100526-r4.tar.gz Description: GNU Zip compressed data

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

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

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

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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39413#39413 Attachments:

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

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 -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39133#39133

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 -- Read this topic online here: