Re: [osg-users] Blender osgAnimation Issue

2009-02-06 Thread Cedric Pinson

Hi,

I just upgrade the blender exporter:
- improve material export (fixed some bug related to texture)
- added support of multi uv layer export
- added export of instance object
- merge duplicate vertices (this part has been rewrite completely)

Note the gui is not up to date, some work will be need to add option use 
in command line.
If you notice bug, i recommand to set the variable DEBUG to True in 
osgdata.py to have

more information in log file

you can get the exporter here:
http://hg.plopbyte.net/osgexport


Cheers,
Cedric

Ryan Morris wrote:

Well I'm glad to help (?) if in fact that's what I did. I would like
to get more involved as I start to understand OSG better. If you would
like someone to test the new exporter I'm your guy!
-Russ
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Re: [osg-users] Blender osgAnimation Issue

2009-02-06 Thread Ryan Morris
Well I'm glad to help (?) if in fact that's what I did. I would like
to get more involved as I start to understand OSG better. If you would
like someone to test the new exporter I'm your guy!
-Russ
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Re: [osg-users] Blender osgAnimation Issue

2009-02-03 Thread Jeremy Moles
On Mon, 2009-02-02 at 22:46 -0800, Ryan Morris wrote:
> Cedric,
> Thanks for taking the time to look into this. I did have a
> "revelation" a few days ago that lead me to the same conclusion.
> Basically I had to go back and assign vertices to the named vgroups.
> not a big deal once I figured it out I was just going crazy thinking I
> was doing something completely wrong. I figured the exporter should
> recognize this but it works perfectly if I do the following:
> -select a vgroup
> -select the vertices I want in the group
> -click the "assign" button

I had no idea this WASN'T the way to do it--I'm surprised Blender
supports another method.

> that seemed to fix my issues. Again thanks Cedric for all your help
> and hard work!
> -Russ
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Re: [osg-users] Blender osgAnimation Issue

2009-02-03 Thread Cedric Pinson

You're welcome
In fact i did not know that in blender we could do it this way that's 
why the exporter does not hnadle the case because i dont use it.

It's a good opportunity to improve the exporter to manage this case.

I will try to add that soon.

Cheers,
Cedric

Ryan Morris wrote:

Cedric,
Thanks for taking the time to look into this. I did have a
"revelation" a few days ago that lead me to the same conclusion.
Basically I had to go back and assign vertices to the named vgroups.
not a big deal once I figured it out I was just going crazy thinking I
was doing something completely wrong. I figured the exporter should
recognize this but it works perfectly if I do the following:
-select a vgroup
-select the vertices I want in the group
-click the "assign" button
that seemed to fix my issues. Again thanks Cedric for all your help
and hard work!
-Russ
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Re: [osg-users] Blender osgAnimation Issue

2009-02-02 Thread Ryan Morris
Cedric,
Thanks for taking the time to look into this. I did have a
"revelation" a few days ago that lead me to the same conclusion.
Basically I had to go back and assign vertices to the named vgroups.
not a big deal once I figured it out I was just going crazy thinking I
was doing something completely wrong. I figured the exporter should
recognize this but it works perfectly if I do the following:
-select a vgroup
-select the vertices I want in the group
-click the "assign" button
that seemed to fix my issues. Again thanks Cedric for all your help
and hard work!
-Russ
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Re: [osg-users] Blender osgAnimation Issue

2009-02-01 Thread nick
Ryan,
any chance you could post your revelation - might help others in the future.
 
Thanks
Nick
 

 Original Message Subject: Re: [osg-users] Blender osgAnimation IssueFrom: Ryan Morris Date: Sat, January 31, 2009 3:42 pmTo: OpenSceneGraph Users Well after a week of beating my head against the wall trying to figureit out, right after I post I have a revelation about my vertex groupsand voila it works!On Sat, Jan 31, 2009 at 2:23 PM, Ryan Morris  wrote:> Well I've been unable to figure this out on my own. It appears to me> that I am following the same setup as in the robot.osg packaged with> the blender exporter but when I run osganimationviewer I get "no bones> found" errors. What method should be used to parent the Armature to> the Mesh? I know there are a few ways to do it and maybe I'm simply> doing it incorrectly. My animations work in blender but not in osg.> -Russ>___osg-users mailing listosg-users@lists.openscenegraph.orghttp://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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Re: [osg-users] Blender osgAnimation Issue

2009-01-31 Thread Cedric Pinson

Hi,
I just came back at home, i will look tomorrow with the example you sent me.

Cheers,
Cedric

Ryan Morris wrote:

Well after a week of beating my head against the wall trying to figure
it out, right after I post I have a revelation about my vertex groups
and voila it works!

On Sat, Jan 31, 2009 at 2:23 PM, Ryan Morris  wrote:
  

Well I've been unable to figure this out on my own. It appears to me
that I am following the same setup as in the robot.osg packaged with
the blender exporter but when I run osganimationviewer I get "no bones
found" errors. What method should be used to parent the Armature to
the Mesh? I know there are a few ways to do it and maybe I'm simply
doing it incorrectly. My animations work in blender but not in osg.
-Russ



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Re: [osg-users] Blender osgAnimation Issue

2009-01-31 Thread Ryan Morris
Well after a week of beating my head against the wall trying to figure
it out, right after I post I have a revelation about my vertex groups
and voila it works!

On Sat, Jan 31, 2009 at 2:23 PM, Ryan Morris  wrote:
> Well I've been unable to figure this out on my own. It appears to me
> that I am following the same setup as in the robot.osg packaged with
> the blender exporter but when I run osganimationviewer I get "no bones
> found" errors. What method should be used to parent the Armature to
> the Mesh? I know there are a few ways to do it and maybe I'm simply
> doing it incorrectly. My animations work in blender but not in osg.
> -Russ
>
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Re: [osg-users] Blender osgAnimation Issue

2009-01-31 Thread Ryan Morris
Well I've been unable to figure this out on my own. It appears to me
that I am following the same setup as in the robot.osg packaged with
the blender exporter but when I run osganimationviewer I get "no bones
found" errors. What method should be used to parent the Armature to
the Mesh? I know there are a few ways to do it and maybe I'm simply
doing it incorrectly. My animations work in blender but not in osg.
-Russ
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Re: [osg-users] Blender osgAnimation Issue

2009-01-27 Thread Ryan Morris
Haha, as soon as I posted this I knew that was going to be the response.
I know there are several ways to do armatures in blender, my basic
test process has been this:
1) create a long box
2) subdivide a bunch of times
3) create a vertex group
4) create the armature (2 bones)
5) add an armature modifier to the box
6) parent the armature to the box (CTRL-P)
This apparently doesn't work, is there a different process that the
exporter requires? I'll submit a file if that is needed.
Thanks for the continued help guys! I really appreciate it.
-Russ
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Re: [osg-users] Blender osgAnimation Issue

2009-01-27 Thread Jeremy Moles
On Mon, 2009-01-26 at 19:12 -0800, Ryan Morris wrote:
> Hoping someone can help me out here, I think I'm missing something in
> Blender, I export my animations and I get
> TransformVertexFunctor::UniqBoneSetVertexSet no bones found
> when I load them. Any thoughts?
> -Russ

There are exactly 1,323,239 ways a Blender file can be constructed
improperly resulting in a bad state for export. We do as much as we can
in the exporter to accommodate for this, but Blender is HUGE and the API
leaves MUCH to be desired in terms of predictability.

The bottom line is: you need to provide your .blend file before either
Cedric or myself can help. :) 

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[osg-users] Blender osgAnimation Issue

2009-01-26 Thread Ryan Morris
Hoping someone can help me out here, I think I'm missing something in
Blender, I export my animations and I get
TransformVertexFunctor::UniqBoneSetVertexSet no bones found
when I load them. Any thoughts?
-Russ
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