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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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
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,
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
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
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
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
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
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,
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
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
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