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 ___ osg-users mailing list

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

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,

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

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

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 russell.co...@gmail.comDate: Sat, January 31, 2009 3:42 pmTo: OpenSceneGraph Users

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

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 russell.co...@gmail.com wrote: Well I've been unable to figure this out on my own. It

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,

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

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