Re: [osg-users] Creator vs 3D Studo Max- Blender

2007-12-12 Thread Jan Ciger
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Hash: SHA1

Dunhour, Mike (CIV) wrote:
 
 Hello 
 
 Noticed in this discussion talk about Blender and .OSG
 
 So just thought I'd mention these Blender Papers I did for the Delta 3D
 Team to be found here
 
 http://www.delta3d.org/article.php?story=20051207101455773topic=docs
 
 located at the bottom of the page
 
 they go over the basics of running Blender and how to edit a .osg file
 kicked out of Blender.
 
 Might be of interest to some people out there

Cool, that is interesting.

However, you may want to add a part on fixing the absolute filename for
the texture in the examples (file
C:\3d\Blender2.43\Blender\images\bllt_sng.tga) - that is a fairly
horrible thing to leave in, because such model will load right only on
designer's machine or somewhere where the OSG_FILE_PATH is set up.

We are putting the .osg file + textures using a relative path and
packing everything into a .zip file. In that way things stay together
and the model is easily transferable from one machine to another.

Regards,

Jan
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Re: [osg-users] Creator vs 3D Studo Max

2007-12-11 Thread Robert Osfield
Hi All,

I haven't spotted Blender being mentioned, what are peoples
impressions of using Blender these days?

Robert.
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Re: [osg-users] Creator vs 3D Studo Max

2007-12-11 Thread arihayri


 I haven't spotted Blender being mentioned, what are peoples
 impressions of using Blender these days?


We used blender for architectural visualizations in our project:
http://www.arthis.jyu.fi/bridge/jyu.php.html

Producing LOD-information was the greatest hurdle, because there were no
way to define those in Blender, but they had to be added manually (by
editing osg-files).

When it comes to actual modelling, if you just remember that Blender is
not a CAD-program, then you'll be fine. Modelling tools are excellent and
development cycle is furious.

User interface is not intuitive, but it is very efficient.

Also, I've understand that Blender's Collada exporter is quite good,
although I haven't used that myself.

Plus Blender has a good Python-API, that can be used to expand its
capabilities. And of course, it is open-source :)


Regards,
Ari Häyrinen


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Re: [osg-users] Creator vs 3D Studo Max

2007-12-11 Thread [EMAIL PROTECTED]
 When it comes to actual modelling, if you just remember that Blender is
 not a CAD-program, then you'll be fine. Modelling tools are excellent and
 development cycle is furious.

because you mentioned cad:

http://www.caelinux.com/

CAElinux 2007 is now officially released

This first stable release of CAELinux is now officially released: Thanks to the 
new PCLinuxOS 2007 distribution base and the unique Salome_Meca 2007 FEA suite, 
CAELinux 2007 represents a jump in stability and ease of use, and we hope that 
you will enjoy it. As usual, this release is available either as a installable 
liveDVD distribtion or under Windows with our preconfigured VMWare version

The features / programs included in CAELinux 2007 distribution are the 
following:

* LiveDVD distribution based on PClinuxOS 2007 (updated)
* Runs directly from the DVD without any installation
* Optional installation to hard disk in 3 easy steps
* Dedicated to CAE and more specifically to finite element simulation
* Includes the new integrated 3D pre-/ post / FE solver package SALOME_MECA 
2007 (GPL, developped by EDF, France) which  represents the fusion of Salome 
v3.2.6 GUI and Code-Aster v9.1 finite element solver (updated, GPL)
* Offers a complete solution for CFD with OpenFOAM 1.4 , Gerris, 
Code-Saturne and Openflower solvers
* Contains several 2D  3D CAD/pre/post packages: Paraview, Netgen, Tetgen, 
GMSH v2 (updated), Salome v.3.2.6  QCad
* Includes other simulation softwares for multiphysics simulation: Elmer 
v5, Calculix v1.7 (updated), Tochnog, Impact (updated), MBDyn
* Offers several scientific tools like GNU Octave + Forge, R  Rkward, 
Scilab, wxMaxima and a full set of developpement tools / compilers.


New: 

CAELinux has been selected by EDF to be part of the official distributors of 
SALOME-MECA.

To use SALOME-MECA on your own Linux distribution, you can now download the 
stand-alone SALOME-MECA package from our download section.



is anyone using it and tried to import models into osg?

kind regards
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Re: [osg-users] Creator vs 3D Studo Max

2007-12-11 Thread Terry Welsh
I thought Blender was much harder to learn and use.  Even after a fair
amount of practice I still couldn't be anywhere near as efficient as I
was with Max or Creator.  But you can't beat the price.

Also, I tried working on osgexport, the Python Blender exporter to
OSG, so that it would correctly export the test models I was making.
Working on a complex exporter in Python was a serious pain in my neck.
 Maybe it was my lack of Python debugging skills, but I'd rather
program in C/C++ any day.  I'm curious what other people think about
this.

As I recall, there was some model information, such as texcoords, that
would only be generated by Blender at render-time, so it was not
available to be exported.  This was what turned me off the most, since
the only way to export completely would be to mimic some of Blender's
internal algorithms in the exporter.
- Terry

 Message: 14
 Date: Tue, 11 Dec 2007 09:03:04 +
 From: Robert Osfield [EMAIL PROTECTED]
 Subject: Re: [osg-users] Creator vs 3D Studo Max
 To: OpenSceneGraph Users osg-users@lists.openscenegraph.org
 Message-ID:
 [EMAIL PROTECTED]
 Content-Type: text/plain; charset=ISO-8859-1

 Hi All,

 I haven't spotted Blender being mentioned, what are peoples
 impressions of using Blender these days?

 Robert.
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Re: [osg-users] Creator vs 3D Studo Max

2007-12-11 Thread Jan Ciger
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Terry Welsh wrote:
 I thought Blender was much harder to learn and use.  Even after a fair
 amount of practice I still couldn't be anywhere near as efficient as I
 was with Max or Creator.  But you can't beat the price.

I think that is a matter of preference and experience (what you are used
to). I am used to Blender and I have serious problems trying to work the
cluttered interface in Max. On the other hand, I can understand that a
seasoned Max user will be lost in Blender - the almost complete lack of
menus, buttons, toolbars and other visual cues that are present in Max
can be scary :) You need to know what and how to do, but once you learn
the basics, it is a very efficient and consistent interface.

 
 Also, I tried working on osgexport, the Python Blender exporter to
 OSG, so that it would correctly export the test models I was making.
 Working on a complex exporter in Python was a serious pain in my neck.
  Maybe it was my lack of Python debugging skills, but I'd rather
 program in C/C++ any day.  I'm curious what other people think about
 this.

For me it is exactly the opposite. Making a quick exporter to dump a
mesh with material settings or an animation is much easier and faster in
Python than it ever could be in C/C++. You do not need to even restart
Blender to load the new version of the exporter. Usually stuff that
requires a page or two of C/C++ code can be done in two-three lines in
Python. Especially complex manipulations, such as dealing with
transformation hierarchies and such are a lot easier in Python. I wrote
a BVH animation format importer in Python and I honestly cannot imagine
doing all that parsing and calculation code in C++ - it would be a royal
PITA.

 As I recall, there was some model information, such as texcoords, that
 would only be generated by Blender at render-time, so it was not
 available to be exported.  This was what turned me off the most, since
 the only way to export completely would be to mimic some of Blender's
 internal algorithms in the exporter.

I am not aware of this - I am routinely exporting models with texture
coordinates and nothing like this is needed. What you NEED to do,
though, is to texture your model correctly - by using UV mapping editor
and not by relying on implicit mapping of Blender. In the latter case
this info is used only by the internal renderer and is, of course, not
exported. However, this is fairly well documented.

Regards,

Jan
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[osg-users] Creator vs 3D Studo Max- Blender

2007-12-11 Thread Dunhour, Mike (CIV)


Hello 

Noticed in this discussion talk about Blender and .OSG

So just thought I'd mention these Blender Papers I did for the Delta 3D
Team to be found here

http://www.delta3d.org/article.php?story=20051207101455773topic=docs

located at the bottom of the page

they go over the basics of running Blender and how to edit a .osg file
kicked out of Blender.

Might be of interest to some people out there

Mr. D
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Re: [osg-users] Creator vs 3D Studo Max

2007-12-10 Thread Daniel Holz
Hi Robert,

the points you and others mention are valid, and perhaps I was being too
harsh in my first posting. Both products have their strengths and Creator is
well suited to airport modeling and has unique capabilities for vis-sim
that 3dsmax does not offer.

Cheers,
Daniel

Robert Weldon wrote:
 Daniel

 I think you are missing something here. Creator and 3dsmax are both 
 useful. 3dsmax is used  more in gaming and design, but Creator is 
 superior for real-time simulation applications.3dsMax just doesn't 
 have the same focus. E.g., look at airport modeling: Creator has many 
 features that make it an  excellent solution for easily modeling 
 airport models that are detailed and accurate. There is a whole lot of 
 functionality to create accurate lighting systems and geospecific 
 runways automatically from DAFIF data, LODS, etc. There are wizards to 
 make this easy, and I find the interfaces both cleaner and easier to 
 access.

 And, as you seem to agree in your second pointt, you can't beat the 
 hierarchical and .flt support in Creator.

 robert.
 hi,

 first of all: the words modeling and creator should not appear in the 
 same sentence :). probably you can use creator for cad tasks but thats 
 all. the texturing tools are quite ok though...
 i would go with a combination of both. using 3dsmax for the model and 
 creator to compose everything in a nice hierarchy.
 that's all i can say for now.

 cheers,
 daniel


 Loong Hin wrote:
   
 Hi,

 I've a flight simulator project running on OSG 2.2 whereby we need to model 
 a geo-specific airport.

 We will need features like creating the airport lighting system, 
 geo-specific buildings, multiple LODs.

 We are considering whether to use Multigen Creator or 3D Studio Max to do 
 the job, any advice? Thanks a lot


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Re: [osg-users] Creator vs 3D Studo Max

2007-12-08 Thread Robert Osfield
Just so everybody knows I have just unsubscribed the poster Bryan
Bollard [EMAIL PROTECTED] for the inappropriate message he just
sent.

This mailing list is for discussion of OpenSceneGraph, any messages
that go casting mud about any companies or people will be
unsubscribed.  This is third time in past six months that I have had
to act and will again without hesitation.
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Re: [osg-users] Creator vs 3D Studo Max

2007-12-08 Thread Bryan Bollard
I would take Gordon Tomlinson's advice. He used to work at MPI and has good 
insight. See his previous post from his website at vis-sim.org

Remo3D is really good, it is OSG but only problem is that the interface and 
look and feel is exactly like Creator. So as Daniel Holz pointed out if Creator 
and modeling cannot be used in the same sentence then Remo3D is probably of no 
used.

So now with MPI dead, Collada is really the only way to go. I cant see a future 
for Openflight. As Paul Martz said about the acquisition of MPI How the mighty 
have fallen. Its great that the Openscenegraph community have contributed to 
this.

  Looks like our main competition is having a hard time. See thread below from 
\ 
vis-sim.com  Joined: 19 Mar 2007 Posts: 16 Posted: Fri Mar 23, 2007 4:52 pm 
\ 
Post subject: \ 

 \ 
Pixelpusher you are relying on MPI tools because you are probably forced to. \ 
Wouldnt you pick other tools if it were up to you ? Besides what do you 
disagree \ 
with that I have said or Urban Legend has said in his post about MPI becoming a 
\ 
bit player and not being able to pay the big bill that is coming due soon and \ 
their awful business practices and arrogant management ? Back to top 
UrbanLegend \ 
User Joined: 11 Apr 2005 Posts: 988 Location: USA / UK Posted: Fri Mar 23,
 2007 4:58 pm Post subject: \ 


 \ 
UrbanLegend User Joined: 11 Apr 2005 Posts: 945 Location: USA / UK Posted: Wed 
\ 
Dec 27, 2006 1:57 pm Post subject: Posted: Tue Dec 26, 2006 8:35 pm Post
 subject: Changes in the vis-sim industry \ 

 \ 
Lot of changes this year. Engenuity buying out Acusoft. MAk purchased by \ 
Singapore training, E amp; S bought by Rockwell, Parallax buying MPI. \ 
Wonder what 2007 is going to bring. Looks like E amp; S is doing pretty \ 
well under Rockwell. Speaking of MPI, the jungle drums inside MPI say that it \ 
was a pretty terrible year financially. Customers have sneered at the new \ 
products. That would mean more layoffs at MPI in January. The drums also say \ 
that Parallax is going to fire the CEO after the first of the year and talking 
\ 
to Stephen Gersuk about running the company. These are interesting times. Back 
\ 
to top UrbanLegend User Joined: 11 Apr 2005 Posts: 945 Location: USA / UK \ 
Posted: Wed Dec 27, 2006 1:57 pm Post subject:
 

 \ 
Interesting view point, Stephen is one of the brightess and most intelligent \ 
person in the Vis-sim world , he must really be laughing out loud, I highly \ 
doubt that he would touch MPI with a barge pole apart, maybe to wave good 
bye... \ 
_ Self defence is not a function of learning tricks but is \ 
a function of how quickly and intensely one can arouse one's instinct for \ 
survival - Master Tambo Tetsura Back to top simsim Guest Posted: Wed Dec \ 
27, 2006 2:57 pm Post subject: \ 

 \ 
i worked at MPI at that time. My understanding was that Stephen was a victim of 
\ 
devious underhanded scheming by the present CEO and was forced out. He was \ 
stabbed in the back by him. What a shame and what a loss to MPI. I
 left soon after since I did not agree with the lack of ethics of the 
management \ 
at MPI. Back to top simsim Guest Posted: Wed Dec 27, 2006 3:08 pm Post subject: 
\ 

 \ 
You have a lot of experience in this industry UL, how long do you think MPI 
will \ 
survive ? Back to top UrbanLegend User Joined: 11 Apr 2005 Posts: 945 Location: 
\ 
USA / UK Posted: Wed Dec 27, 2006 5:33 pm Post subject: \ 

 \ 
How long is a piece of string ? I don't see a growth market for MPI , they can 
\ 
probably survive in the shrinking market as bit player, with some enormous new 
\ 
players in Modeling, survices and API market. We will see some very interesting 
\ 
changes in the 2007-8 with some interesting and exciting
 productsand services coming to market from some very big companies I'm under \ 
NDA but can say that these companies have Billions in turn over and are 
spending \ 
like 20x MPI's turnover just in dev for tools that will impact the vis-sim \ 
market, this will effect most of the smaller vis-sim companies like MPI as they 
\ 
will eat in to a market that is quickly running away from the old traditional 6 
\ 
years to build a sim that is 10 years out of date Theres a whole slue of \ 
automatic feature extraction and automatic terrain generation and feature \ 
creation tools coming that will shrink the markets for products like Creator, \ 
CTS, Geo etc.. What I 

Re: [osg-users] Creator vs 3D Studo Max

2007-12-06 Thread andreas . ekstrand
Hi,

An alternative to Creator is Remo 3D, available from www.remograph.com.

Regards
/Andreas


 Hi,

 I've a flight simulator project running on OSG 2.2 whereby we need to
 model a geo-specific airport.

 We will need features like creating the airport lighting system,
 geo-specific buildings, multiple LODs.

 We are considering whether to use Multigen Creator or 3D Studio Max to do
 the job, any advice? Thanks a lot


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Re: [osg-users] Creator vs 3D Studo Max

2007-12-06 Thread Gordon Tomlinson
Hi

Have a look at Remo3D www.remograph.com its nice and much cheaper option to
Creator


Regards

Gordon 


-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Loong Hin
Sent: Wednesday, December 05, 2007 8:59 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Creator vs 3D Studo Max

Hi,

I've a flight simulator project running on OSG 2.2 whereby we need to model
a geo-specific airport.

We will need features like creating the airport lighting system,
geo-specific buildings, multiple LODs.

We are considering whether to use Multigen Creator or 3D Studio Max to do
the job, any advice? Thanks a lot


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Re: [osg-users] Creator vs 3D Studo Max

2007-12-06 Thread Gordon Tomlinson
Another option to look at Geo Pro from Carbon Graphics, more expensive than
Remo3d though 

http://www.carbongraphics.com/

 
Gordon

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Loong Hin
Sent: Wednesday, December 05, 2007 8:59 PM
To: osg-users@lists.openscenegraph.org
Subject: [osg-users] Creator vs 3D Studo Max

Hi,

I've a flight simulator project running on OSG 2.2 whereby we need to model
a geo-specific airport.

We will need features like creating the airport lighting system,
geo-specific buildings, multiple LODs.

We are considering whether to use Multigen Creator or 3D Studio Max to do
the job, any advice? Thanks a lot


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Re: [osg-users] Creator vs 3D Studo Max

2007-12-06 Thread Terry Welsh
(Sorry about my previous messages to the list  I seem to have a button
pushing problem today.)

Creator is just fine for modeling depending on what you're looking
for.  I use it for modeling aircraft, buildings, and pieces of cities
all the time.  I believe newer versions of it even do multitexturing
and shaders, but I have only used older versions of Creator that can
only handle a single texture.

Creator saves .flt which maps very cleanly to OSG's scenegraph
structure.  Artsy modelers like 3ds max are powerful and let you do
lots of pretty stuff such as making very organic (curvy) models and
use really complex material properties, but they don't map as well to
OSG's structure.  You'll need to rely on an exporter like OSGexp to
get your models into OSG.  I have used OSGexp successfully, although
sometimes I needed to hack it a bit to get exactly what I wanted.

For an airport I'm guessing you could get the job done faster with
Creator, but there's no simple answer to your question.  It's best to
do a test model in each package and get it loading in OSG.  Depending
on the types of models you want, one modeler might be a whole lot
better than the other.
- Terry

 Message: 2
 Date: Thu, 6 Dec 2007 09:59:15 +0800
 From: Loong Hin [EMAIL PROTECTED]
 Subject: [osg-users] Creator vs 3D Studo Max
 To: osg-users@lists.openscenegraph.org
 Message-ID: [EMAIL PROTECTED]
 Content-Type: text/plain;   charset=Windows-1252

 Hi,

 I've a flight simulator project running on OSG 2.2 whereby we need to model a 
 geo-specific airport.

 We will need features like creating the airport lighting system, geo-specific 
 buildings, multiple LODs.

 We are considering whether to use Multigen Creator or 3D Studio Max to do the 
 job, any advice? Thanks a lot

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[osg-users] Creator vs 3D Studo Max

2007-12-05 Thread Loong Hin
Hi,

I've a flight simulator project running on OSG 2.2 whereby we need to model a 
geo-specific airport.

We will need features like creating the airport lighting system, geo-specific 
buildings, multiple LODs.

We are considering whether to use Multigen Creator or 3D Studio Max to do the 
job, any advice? Thanks a lot


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Re: [osg-users] Creator vs 3D Studo Max

2007-12-05 Thread Daniel Holz
hi,

first of all: the words modeling and creator should not appear in the 
same sentence :). probably you can use creator for cad tasks but thats 
all. the texturing tools are quite ok though...
i would go with a combination of both. using 3dsmax for the model and 
creator to compose everything in a nice hierarchy.
that's all i can say for now.

cheers,
daniel


Loong Hin wrote:
 Hi,

 I've a flight simulator project running on OSG 2.2 whereby we need to model a 
 geo-specific airport.

 We will need features like creating the airport lighting system, geo-specific 
 buildings, multiple LODs.

 We are considering whether to use Multigen Creator or 3D Studio Max to do the 
 job, any advice? Thanks a lot


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