Re: [osg-users] 3D models used in OSG ?
Hi John, Here I am back about Blender. When you said, don't forget Blender, I do not and have tried to do some work wit it. From Blender, there are several exporter: osg models, fbx, 3ds, collada. Which ones are the best exportes from Blender to OSG ? I installed the plugin from Cedric Pinson, but I had troubles about the resulted exported file when viewing with osgViewer (missing parts, bad texturing, etc.) ? Which ones export animation/armature ? Maia John Richardson wrote: > Hello, > > The real question is how do you import models from commercial and open source > packages into OSG and support for animations, > > Others can chime in technically on this... > > Yes, it does take artistic talent. However, your email is from Université > Laval. So you have a perfect solution. Collaborate with the art department. > > However, I will give a synopsis of my process. I am not an artist. > > 0) The first step is buying the Wang Rui book on OSG. > 1) Acquire Blender. > 2) Acquire one or more commercial systems with large numbers of example > models with an acceptable reuse license. > Note: If your university has various numbers of 3-D modeling and animation > systems take their various and sundry examples and export to VRML or COLLADA. > Then examine their other export formats [File --> Export or whatever menu > item does the trick]. The best of the proprietary formats are 3DS, LWO, OBJ. > Now, when I say best or talk about VRML / X3D / COLLADA, I am talking about > the file interoperability problem. These comments are just my philosophical > workaround. > > So, now you have a lot of scene components. Either arrange them in your > modeler of choice [originally before export with an artist] or import the > exported examples and arrange them [you don't need an artist since I can do > this]. I suggest that you give them useful names and if possible, give them > useful names at the nodes that you may be interested in accessing via OSG for > your simulations. There is no more advice I can give at this point on naming. > The Web3D people tried with the H-Anim standard and other profiles to X3D > [See the Poser character animation system if the university has one]. The > problem domain is huge and nobody seem to be able to make train loads of > money on the solution so there is no satisfactory solution. > > 3) Turn your yourself or your programmer collaborators loose on the OSG > coding for import and scene manipulation. The coders should know the process > for compiling/downloading. You already know how to access this list for > advice. > > Also, note that there are lots of contributors to this list that can code if > you have funding available [Guay, Hanson, Martz, Cigar, Osfield, name I left out here>,...]. > > If your goal involves students, then I suggest that you approach the issue > from a architectural perspective. There are a lot of architectural programs > in the USD 50-150 range that export to VRML and probably 3DS and OBJ/LWO/DXF. > These can be acquired at almost every Apple Store for the Mac and every Best > Buy or Fry's or whatever giant Canadian electronics superstore is in your > area for the PC [and possibly for the Mac] [Punch!;TurboCAD;...]. A nice city > block or representation of Université Laval would be a starting point. Then > just see if you can get a traffic or pedestrian simulation completed. This > strategy is like using the iPhone's Siri [or Google Voice] as opposed to > Dragon Naturally Speaking. The learning curve is a little bit easier. But DO > NOT FORGET BLENDER [relatively steep learning curve]. The students need a > portfolio. > > John F. Richardson > > -Original Message- > From: [mailto:] On Behalf Of Maia Randria > Sent: Thursday, October 27, 2011 12:26 PM > To: > Subject: 3D models used in OSG ? > > Hi, > > First, I am sorry if my questions seem naive, I am really a newbie in OSG/3D. > > My question is about the 3D models used by both of you in OSG: > - do you create your own 3D models yourselves with OSG ? > - or with other software like Blender, 3DS Max, Maya ? > - or do you buy or export free ones. Creating such 3D models needs artistic > abilites and a lot of time, that's why my questionning ? > > The next question is about the exportation between 3DS max (or Blender, > whatover 3D modeler) to OSG: when exporting, for example, an animated 3D > models from these 3D modelers, does OSG preserve these animations/texturing ? > Or, all are lost and need to be redefined with OSG ? > > Thank you! > > Cheers, > Maia > > > ___ > osg-users mailing list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- > Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44977#44977 ___ osg-users mai
Re: [osg-users] 3D models used in OSG ?
A big thank for all of you for these suggestions. I look forward to discover and try it all. Maia Ryan Pavlik wrote: > For development at a high level, I'll again shamelessly plug VR JuggLua > - https://github.com/vance-group/vr-jugglua > (https://github.com/vance-group/vr-jugglua) with windows binaries autobuilt > at http://hci.iastate.edu/~rpavlik/downloads/vrjugglua/jenkins/ > (http://hci.iastate.edu/~rpavlik/downloads/vrjugglua/jenkins/) > > My workflow for simple applications is: Create/find models in Google SketchUp > (the 3D warehouse is very useful). Export to OSG > - https://github.com/rpavlik/sketchupToOSG > (https://github.com/rpavlik/sketchupToOSG) - this works even with the free > SketchUp by automating the export to COLLADA and conversion to OSG. Load > model in VR JuggLua: look in the Examples folder for this. > > > If you need some more sophisticated interaction (custom rendering, physics, > etc) you can access the full VR Juggler API from C++ and integrate this with > VR JuggLua easily (VR JuggLua actually builds as a library, with some default > small apps that are often sufficient for most needs). This is what we do for > physically-based modeling and haptic force-feedback based on custom collision > detection code. It keeps the UI code simple and not in C++: easier to edit, > faster turn-around. > > > Ryan > > > On Fri, Oct 28, 2011 at 2:37 PM, Maia Randria < ()> wrote: > > > Hello, > > > > Thank you so much for all these helpful advices. I really appreciate that. > > > > I already bought the e-book of Rui and started to look into it. I read also > > the book of Paul Martz. Great books. > > > > My concern is about the time required for the development of a VR > > application with OSG +VR Juggler (we are going to have a CAVE for > > neuroscience research) compared to high-level-based engines like Virtools > > or Vizard of WorldViz. I dont' know if you know both of them ? > > > > I am evaluating these software in order to decide which one(s) could fit > > for our needs. > > > > Thanks again, > > > > Maia > > > > > > > > > > > > John Richardson wrote: > > > > > Hello, > > > > > > The real question is how do you import models from commercial and open > > > source packages into OSG and support for animations, > > > > > > Others can chime in technically on this... > > > > > > Yes, it does take artistic talent. However, your email is from Université > > > Laval. So you have a perfect solution. Collaborate with the art > > > department. > > > > > > However, I will give a synopsis of my process. I am not an artist. > > > > > > 0) The first step is buying the Wang Rui book on OSG. > > > 1) Acquire Blender. > > > 2) Acquire one or more commercial systems with large numbers of example > > > models with an acceptable reuse license. > > > Note: If your university has various numbers of 3-D modeling and > > > animation systems take their various and sundry examples and export to > > > VRML or COLLADA. Then examine their other export formats [File --> Export > > > or whatever menu item does the trick]. The best of the proprietary > > > formats are 3DS, LWO, OBJ. Now, when I say best or talk about VRML / X3D > > > / COLLADA, I am talking about the file interoperability problem. These > > > comments are just my philosophical workaround. > > > > > > So, now you have a lot of scene components. Either arrange them in your > > > modeler of choice [originally before export with an artist] or import the > > > exported examples and arrange them [you don't need an artist since I can > > > do this]. I suggest that you give them useful names and if possible, give > > > them useful names at the nodes that you may be interested in accessing > > > via OSG for your simulations. There is no more advice I can give at this > > > point on naming. The Web3D people tried with the H-Anim standard and > > > other profiles to X3D [See the Poser character animation system if the > > > university has one]. The problem domain is huge and nobody seem to be > > > able to make train loads of money on the solution so there is no > > > satisfactory solution. > > > > > > 3) Turn your yourself or your programmer collaborators loose on the OSG > > > coding for import and scene manipulation. The coders should know the > > > process for compiling/downloading. You already know how to access this > > > list for advice. > > > > > > Also, note that there are lots of contributors to this list that can code > > > if you have funding available [Guay, Hanson, Martz, Cigar, > > > Osfield,,...]. > > > > > > If your goal involves students, then I suggest that you approach the > > > issue from a architectural perspective. There are a lot of architectural > > > programs in the USD 50-150 range that export to VRML and probably 3DS and > > > OBJ/LWO/DXF. These can be acquired at almost every Apple Store for the > > > Mac and every Best Buy or Fry's or whatever gian
Re: [osg-users] 3D models used in OSG ?
Greetings! The biggest issue that I have had with tools outside of Creator is Hierarchy! In simulation, you need to be able to control the model by using switching, level of detail, etc. I haven't seen that much in open source that addresses that issue! I'm not sure if they have addressed that in Blinder or have come up with some other way other than passing it through Creator or maybe Remo 3D to finish it! The only other way I can think of off hand is to convert a set or elements of a model to OSG format and hand jam a Hierarchy in a text editor. That is out of reach for most of the casual or intermediate modelers out there that I know of that has had exposure to Creator. ... D Glenn David Glenn --- D Glenn Computer Graphics & Media Systems. www.dglenn.com -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43677#43677 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3D models used in OSG ?
Hi Ryan, On 31/10/2011 23:48, Ryan Pavlik wrote: My workflow for simple applications is: Create/find models in Google SketchUp (the 3D warehouse is very useful). Export to OSG - https://github.com/rpavlik/sketchupToOSG - this works even with the free SketchUp by automating the export to COLLADA and conversion to OSG. wow, first time I've heard of this. Nice work. jp Ryan On Fri, Oct 28, 2011 at 2:37 PM, Maia Randria mailto:veneree.randrianari...@crulrg.ulaval.ca>> wrote: Hello, Thank you so much for all these helpful advices. I really appreciate that. I already bought the e-book of Rui and started to look into it. I read also the book of Paul Martz. Great books. My concern is about the time required for the development of a VR application with OSG +VR Juggler (we are going to have a CAVE for neuroscience research) compared to high-level-based engines like Virtools or Vizard of WorldViz. I dont' know if you know both of them ? I am evaluating these software in order to decide which one(s) could fit for our needs. Thanks again, Maia John Richardson wrote: > Hello, > > The real question is how do you import models from commercial and open source packages into OSG and support for animations, > > Others can chime in technically on this... > > Yes, it does take artistic talent. However, your email is from Université Laval. So you have a perfect solution. Collaborate with the art department. > > However, I will give a synopsis of my process. I am not an artist. > > 0) The first step is buying the Wang Rui book on OSG. > 1) Acquire Blender. > 2) Acquire one or more commercial systems with large numbers of example models with an acceptable reuse license. > Note: If your university has various numbers of 3-D modeling and animation systems take their various and sundry examples and export to VRML or COLLADA. Then examine their other export formats [File --> Export or whatever menu item does the trick]. The best of the proprietary formats are 3DS, LWO, OBJ. Now, when I say best or talk about VRML / X3D / COLLADA, I am talking about the file interoperability problem. These comments are just my philosophical workaround. > > So, now you have a lot of scene components. Either arrange them in your modeler of choice [originally before export with an artist] or import the exported examples and arrange them [you don't need an artist since I can do this]. I suggest that you give them useful names and if possible, give them useful names at the nodes that you may be interested in accessing via OSG for your simulations. There is no more advice I can give at this point on naming. The Web3D people tried with the H-Anim standard and other profiles to X3D [See the Poser character animation system if the university has one]. The problem domain is huge and nobody seem to be able to make train loads of money on the solution so there is no satisfactory solution. > > 3) Turn your yourself or your programmer collaborators loose on the OSG coding for import and scene manipulation. The coders should know the process for compiling/downloading. You already know how to access this list for advice. > > Also, note that there are lots of contributors to this list that can code if you have funding available [Guay, Hanson, Martz, Cigar, Osfield,,...]. > > If your goal involves students, then I suggest that you approach the issue from a architectural perspective. There are a lot of architectural programs in the USD 50-150 range that export to VRML and probably 3DS and OBJ/LWO/DXF. These can be acquired at almost every Apple Store for the Mac and every Best Buy or Fry's or whatever giant Canadian electronics superstore is in your area for the PC [and possibly for the Mac] [Punch!;TurboCAD;...]. A nice city block or representation of Université Laval would be a starting point. Then just see if you can get a traffic or pedestrian simulation completed. This strategy is like using the iPhone's Siri [or Google Voice] as opposed to Dragon Naturally Speaking. The learning curve is a little bit easier. But DO NOT FORGET BLENDER [relatively steep learning curve]. The students need a portfolio. > > John F. Richardson > > -Original Message- > From: [mailto:] On Behalf Of Maia Randria > Sent: Thursday, October 27, 2011 12:26 PM > To: > Subject: 3D models used in OSG ? > > Hi, > > First, I am sorry if my questions seem naive, I am really a newbie in OSG/3D. > > My question is about the 3D models used by both of you in OSG: > - do you create your own 3D models yourselves with OSG ? > - or with other software like Blender, 3DS Max
Re: [osg-users] 3D models used in OSG ?
For development at a high level, I'll again shamelessly plug VR JuggLua - https://github.com/vance-group/vr-jugglua with windows binaries autobuilt at http://hci.iastate.edu/~rpavlik/downloads/vrjugglua/jenkins/ My workflow for simple applications is: Create/find models in Google SketchUp (the 3D warehouse is very useful). Export to OSG - https://github.com/rpavlik/sketchupToOSG - this works even with the free SketchUp by automating the export to COLLADA and conversion to OSG. Load model in VR JuggLua: look in the Examples folder for this. If you need some more sophisticated interaction (custom rendering, physics, etc) you can access the full VR Juggler API from C++ and integrate this with VR JuggLua easily (VR JuggLua actually builds as a library, with some default small apps that are often sufficient for most needs). This is what we do for physically-based modeling and haptic force-feedback based on custom collision detection code. It keeps the UI code simple and not in C++: easier to edit, faster turn-around. Ryan On Fri, Oct 28, 2011 at 2:37 PM, Maia Randria < veneree.randrianari...@crulrg.ulaval.ca> wrote: > Hello, > > Thank you so much for all these helpful advices. I really appreciate that. > > I already bought the e-book of Rui and started to look into it. I read > also the book of Paul Martz. Great books. > > My concern is about the time required for the development of a VR > application with OSG +VR Juggler (we are going to have a CAVE for > neuroscience research) compared to high-level-based engines like Virtools > or Vizard of WorldViz. I dont' know if you know both of them ? > > I am evaluating these software in order to decide which one(s) could fit > for our needs. > > Thanks again, > > Maia > > > > > > John Richardson wrote: > > Hello, > > > > The real question is how do you import models from commercial and open > source packages into OSG and support for animations, > > > > Others can chime in technically on this... > > > > Yes, it does take artistic talent. However, your email is from > Université Laval. So you have a perfect solution. Collaborate with the art > department. > > > > However, I will give a synopsis of my process. I am not an artist. > > > > 0) The first step is buying the Wang Rui book on OSG. > > 1) Acquire Blender. > > 2) Acquire one or more commercial systems with large numbers of example > models with an acceptable reuse license. > > Note: If your university has various numbers of 3-D modeling and > animation systems take their various and sundry examples and export to VRML > or COLLADA. Then examine their other export formats [File --> Export or > whatever menu item does the trick]. The best of the proprietary formats are > 3DS, LWO, OBJ. Now, when I say best or talk about VRML / X3D / COLLADA, I > am talking about the file interoperability problem. These comments are just > my philosophical workaround. > > > > So, now you have a lot of scene components. Either arrange them in your > modeler of choice [originally before export with an artist] or import the > exported examples and arrange them [you don't need an artist since I can do > this]. I suggest that you give them useful names and if possible, give them > useful names at the nodes that you may be interested in accessing via OSG > for your simulations. There is no more advice I can give at this point on > naming. The Web3D people tried with the H-Anim standard and other profiles > to X3D [See the Poser character animation system if the university has > one]. The problem domain is huge and nobody seem to be able to make train > loads of money on the solution so there is no satisfactory solution. > > > > 3) Turn your yourself or your programmer collaborators loose on the OSG > coding for import and scene manipulation. The coders should know the > process for compiling/downloading. You already know how to access this list > for advice. > > > > Also, note that there are lots of contributors to this list that can > code if you have funding available [Guay, Hanson, Martz, Cigar, > Osfield,,...]. > > > > If your goal involves students, then I suggest that you approach the > issue from a architectural perspective. There are a lot of architectural > programs in the USD 50-150 range that export to VRML and probably 3DS and > OBJ/LWO/DXF. These can be acquired at almost every Apple Store for the Mac > and every Best Buy or Fry's or whatever giant Canadian electronics > superstore is in your area for the PC [and possibly for the Mac] > [Punch!;TurboCAD;...]. A nice city block or representation of Université > Laval would be a starting point. Then just see if you can get a traffic or > pedestrian simulation completed. This strategy is like using the iPhone's > Siri [or Google Voice] as opposed to Dragon Naturally Speaking. The > learning curve is a little bit easier. But DO NOT FORGET BLENDER > [relatively steep learning curve]. The students need a portfolio. > > > > John F. Richardson > > > > -Original Mes
Re: [osg-users] 3D models used in OSG ?
Hi Maia, May I suggest that you take a look at Remo 3D, a 3D modeler with OpenSceneGraph support, available from www.remograph.com. There is a 30 days fully functional evaluation license available. Regards, Andreas On 2011-10-27 21:25, Maia Randria wrote: Hi, First, I am sorry if my questions seem naive, I am really a newbie in OSG/3D. My question is about the 3D models used by both of you in OSG: - do you create your own 3D models yourselves with OSG ? - or with other software like Blender, 3DS Max, Maya ? - or do you buy or export free ones. Creating such 3D models needs artistic abilites and a lot of time, that's why my questionning ? The next question is about the exportation between 3DS max (or Blender, whatover 3D modeler) to OSG: when exporting, for example, an animated 3D models from these 3D modelers, does OSG preserve these animations/texturing ? Or, all are lost and need to be redefined with OSG ? Thank you! Cheers, Maia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43603#43603 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3D models used in OSG ?
You can find a lot of Collada format models in Google's 3D warehouse. These can be loaded into OSG with the DAE (collada) plug-in. You can use osgconv to convert Collada files to OSG's native binary format, while at the same time performing some texture compression. Essentially the model is then stored in a single file only (collada has a separate texture folder and loads slower in comparison). ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3D models used in OSG ?
On 10/28/2011 1:37 PM, Maia Randria wrote: > My concern is about the time required for the development of a VR application > with OSG +VR Juggler (we are going to have a CAVE for neuroscience research) > compared to high-level-based engines like Virtools or Vizard of WorldViz. I > dont' know if you know both of them ? You might also look at VE-Suite, a project I have done some work for: http://en.wikipedia.org/wiki/Vesuite http://www.vesuite.org/ Among other things, it is built on OSG and VR-Juggler and is used in a CAVE. > Thanks again, > Maia -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. "There is no Truth. There is only Perception. To Perceive is to Exist." - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] 3D models used in OSG ?
Hello, Thank you so much for all these helpful advices. I really appreciate that. I already bought the e-book of Rui and started to look into it. I read also the book of Paul Martz. Great books. My concern is about the time required for the development of a VR application with OSG +VR Juggler (we are going to have a CAVE for neuroscience research) compared to high-level-based engines like Virtools or Vizard of WorldViz. I dont' know if you know both of them ? I am evaluating these software in order to decide which one(s) could fit for our needs. Thanks again, Maia John Richardson wrote: > Hello, > > The real question is how do you import models from commercial and open source > packages into OSG and support for animations, > > Others can chime in technically on this... > > Yes, it does take artistic talent. However, your email is from Université > Laval. So you have a perfect solution. Collaborate with the art department. > > However, I will give a synopsis of my process. I am not an artist. > > 0) The first step is buying the Wang Rui book on OSG. > 1) Acquire Blender. > 2) Acquire one or more commercial systems with large numbers of example > models with an acceptable reuse license. > Note: If your university has various numbers of 3-D modeling and animation > systems take their various and sundry examples and export to VRML or COLLADA. > Then examine their other export formats [File --> Export or whatever menu > item does the trick]. The best of the proprietary formats are 3DS, LWO, OBJ. > Now, when I say best or talk about VRML / X3D / COLLADA, I am talking about > the file interoperability problem. These comments are just my philosophical > workaround. > > So, now you have a lot of scene components. Either arrange them in your > modeler of choice [originally before export with an artist] or import the > exported examples and arrange them [you don't need an artist since I can do > this]. I suggest that you give them useful names and if possible, give them > useful names at the nodes that you may be interested in accessing via OSG for > your simulations. There is no more advice I can give at this point on naming. > The Web3D people tried with the H-Anim standard and other profiles to X3D > [See the Poser character animation system if the university has one]. The > problem domain is huge and nobody seem to be able to make train loads of > money on the solution so there is no satisfactory solution. > > 3) Turn your yourself or your programmer collaborators loose on the OSG > coding for import and scene manipulation. The coders should know the process > for compiling/downloading. You already know how to access this list for > advice. > > Also, note that there are lots of contributors to this list that can code if > you have funding available [Guay, Hanson, Martz, Cigar, Osfield, name I left out here>,...]. > > If your goal involves students, then I suggest that you approach the issue > from a architectural perspective. There are a lot of architectural programs > in the USD 50-150 range that export to VRML and probably 3DS and OBJ/LWO/DXF. > These can be acquired at almost every Apple Store for the Mac and every Best > Buy or Fry's or whatever giant Canadian electronics superstore is in your > area for the PC [and possibly for the Mac] [Punch!;TurboCAD;...]. A nice city > block or representation of Université Laval would be a starting point. Then > just see if you can get a traffic or pedestrian simulation completed. This > strategy is like using the iPhone's Siri [or Google Voice] as opposed to > Dragon Naturally Speaking. The learning curve is a little bit easier. But DO > NOT FORGET BLENDER [relatively steep learning curve]. The students need a > portfolio. > > John F. Richardson > > -Original Message- > From: [mailto:] On Behalf Of Maia Randria > Sent: Thursday, October 27, 2011 12:26 PM > To: > Subject: 3D models used in OSG ? > > Hi, > > First, I am sorry if my questions seem naive, I am really a newbie in OSG/3D. > > My question is about the 3D models used by both of you in OSG: > - do you create your own 3D models yourselves with OSG ? > - or with other software like Blender, 3DS Max, Maya ? > - or do you buy or export free ones. Creating such 3D models needs artistic > abilites and a lot of time, that's why my questionning ? > > The next question is about the exportation between 3DS max (or Blender, > whatover 3D modeler) to OSG: when exporting, for example, an animated 3D > models from these 3D modelers, does OSG preserve these animations/texturing ? > Or, all are lost and need to be redefined with OSG ? > > Thank you! > > Cheers, > Maia > > > ___ > osg-users mailing list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- > Post generated by Mail2Forum -- Read this topic online here: http://fo
Re: [osg-users] 3D models used in OSG ?
Hello, The real question is how do you import models from commercial and open source packages into OSG and support for animations, Others can chime in technically on this... Yes, it does take artistic talent. However, your email is from Université Laval. So you have a perfect solution. Collaborate with the art department. However, I will give a synopsis of my process. I am not an artist. 0) The first step is buying the Wang Rui book on OSG. 1) Acquire Blender. 2) Acquire one or more commercial systems with large numbers of example models with an acceptable reuse license. Note: If your university has various numbers of 3-D modeling and animation systems take their various and sundry examples and export to VRML or COLLADA. Then examine their other export formats [File --> Export or whatever menu item does the trick]. The best of the proprietary formats are 3DS, LWO, OBJ. Now, when I say best or talk about VRML / X3D / COLLADA, I am talking about the file interoperability problem. These comments are just my philosophical workaround. So, now you have a lot of scene components. Either arrange them in your modeler of choice [originally before export with an artist] or import the exported examples and arrange them [you don't need an artist since I can do this]. I suggest that you give them useful names and if possible, give them useful names at the nodes that you may be interested in accessing via OSG for your simulations. There is no more advice I can give at this point on naming. The Web3D people tried with the H-Anim standard and other profiles to X3D [See the Poser character animation system if the university has one]. The problem domain is huge and nobody seem to be able to make train loads of money on the solution so there is no satisfactory solution. 3) Turn your yourself or your programmer collaborators loose on the OSG coding for import and scene manipulation. The coders should know the process for compiling/downloading. You already know how to access this list for advice. Also, note that there are lots of contributors to this list that can code if you have funding available [Guay, Hanson, Martz, Cigar, Osfield,,...]. If your goal involves students, then I suggest that you approach the issue from a architectural perspective. There are a lot of architectural programs in the USD 50-150 range that export to VRML and probably 3DS and OBJ/LWO/DXF. These can be acquired at almost every Apple Store for the Mac and every Best Buy or Fry's or whatever giant Canadian electronics superstore is in your area for the PC [and possibly for the Mac] [Punch!;TurboCAD;...]. A nice city block or representation of Université Laval would be a starting point. Then just see if you can get a traffic or pedestrian simulation completed. This strategy is like using the iPhone's Siri [or Google Voice] as opposed to Dragon Naturally Speaking. The learning curve is a little bit easier. But DO NOT FORGET BLENDER [relatively steep learning curve]. The students need a portfolio. John F. Richardson -Original Message- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Maia Randria Sent: Thursday, October 27, 2011 12:26 PM To: osg-users@lists.openscenegraph.org Subject: [osg-users] 3D models used in OSG ? Hi, First, I am sorry if my questions seem naive, I am really a newbie in OSG/3D. My question is about the 3D models used by both of you in OSG: - do you create your own 3D models yourselves with OSG ? - or with other software like Blender, 3DS Max, Maya ? - or do you buy or export free ones. Creating such 3D models needs artistic abilites and a lot of time, that's why my questionning ? The next question is about the exportation between 3DS max (or Blender, whatover 3D modeler) to OSG: when exporting, for example, an animated 3D models from these 3D modelers, does OSG preserve these animations/texturing ? Or, all are lost and need to be redefined with OSG ? Thank you! Cheers, Maia smime.p7s Description: S/MIME cryptographic signature ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] 3D models used in OSG ?
Hi, First, I am sorry if my questions seem naive, I am really a newbie in OSG/3D. My question is about the 3D models used by both of you in OSG: - do you create your own 3D models yourselves with OSG ? - or with other software like Blender, 3DS Max, Maya ? - or do you buy or export free ones. Creating such 3D models needs artistic abilites and a lot of time, that's why my questionning ? The next question is about the exportation between 3DS max (or Blender, whatover 3D modeler) to OSG: when exporting, for example, an animated 3D models from these 3D modelers, does OSG preserve these animations/texturing ? Or, all are lost and need to be redefined with OSG ? Thank you! Cheers, Maia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=43603#43603 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org