Re: [osg-users] COLLADA animation can't be resaved as .OSG
Hi Chris, Your first assumption is not true, if the loader colllada or another loader use custom UpdateCallback (from the their loader) and those UpdateCallback do not define code to save/load, then if you save it it will skip the custom update callback from the loader. It could why it does not work as you expect. But if you are saving to osgb and it works when you reload it, I would bet that some .osg code is not up to date to save stuff loaded by the collada, It would need more investigation to tell what's happen. I hope it gives you some idea where to look. Cedric Pinson Provide OpenGL, WebGL services +33 659 598 614 - http://cedricpinson.com - http://osgjs.org - http://sketchfab.com On Apr 30, 2012, at 21:43 , Chris Hanson wrote: Hi Cedric. I'm curious, if we are able to load an animated model from a COLLADA .DAE and have it display ok in osganimate, then we SHOULD be able to resave and re-load that via .OSG format and have it still animate, correct? We're seeing it fail to animate, but saving to .osgb seems to work better. Is this how it is supposed to be? Thanks in advance. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Training • Consulting • Contracting 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] COLLADA animation in OSG file not animating in osganimationviewer
Hi, Chris try converting to osgb (i've had similar issue when converting fbx models), also you can try to set OSG_OPTIMIZER="OFF" just in case.Cheers28.04.2012, 01:43, "Chris Hanson" xe...@alphapixel.com: OSG 3.x, Windows, 32-bit. A COLLADA format model loads and animates fine in osganimationviewer.exe. However, when converted to .OSG format using osgconv, it no longer seems to animate, though it seems to contain objects pertaining to animation. Any ideas what we did wrong? Is there some options necessary to ensure a clean conversion? -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/Training • Consulting • Contracting3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCLDigital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android___osg-users mailing listosg-users@lists.openscenegraph.orghttp://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] Collada Animation
On Fri, May 2, 2008 at 12:27 AM, Mike Weiblen [EMAIL PROTECTED] wrote: On Thu, May 1, 2008 at 4:06 PM, John F. Richardson [EMAIL PROTECTED] wrote: ... So, OSG powers that be, ... heh, we have seen the Powers That Be, and They is Us! :-) I concur with Mike's reply, there isn't any formal then and us with development of the OSG, basically the OSG is very much a collaborative work. I just so happen to be the current gate keeper of the source repository, doing reviews and a bit of dev work myself, but I really just ride the wave of the project rather than be able to dictate too much directly w.r.t what gets done and by whom. So if you have a need and/or have a bit of expertise in a topic dive in and contribute, even if its just with helping testing/refine what ever the community comes up with. This thread itself is a form of contribution, it'll be just another bit of the jigsaw that goes up to make what final software we have to play with. Robert. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collada Animation
On Thu, 2008-05-01 at 16:20 +0100, Kim C Bale wrote: I’ve been using the Feeling Software ColladaMax exporter for 3DSMax to export models so that I may use them in OSG. Now plain models work a treat. However, I have been given a file that contains an animation, and the animations don’t appear to show when I load them into osgViewer. I had a feeling that they wouldn’t, but is there something that I can do to enable them? Does anybody have any experience getting Collada model animations into osg? Is it supported at all? A standard system for skeletal animation is something OSG currently lacks. There was some discussion some months back about settling on one, but that's unlikely to happen anytime soon. For now, your main option is Cal3D. However, when I'm done with osgWidget I'll probably devote that new time to helping Cedric Pinson more with AnimTK, which I really believe to be a great toolkit (though we'll have to eventually address it's usage of the GPL). I've already contributed a bit to it and can speak for it's soundness, and both myself and Cedric use Blender a great deal--so it's exporter there will be rock solid. :) I've made some videos of AnimTK mixing some simple animations from a model made in Blender, they're on the osgWidget website (because it also uses a simple osgWidget::Frame window :)) http://osgwidget.googlecode.com I can tell you this though: AnimTK is divorced from any kind of mesh format, so it wouldn't be impossible for the Collada plugin to use it to facilitate it's animation in OSG one day... Regards, Kim. * To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html * ___ 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] Collada Animation
Hello, The Web3D consortium has resurrected it's H-Anim working group. So, OSG powers that be, might want to keep tabs on that working group. This would possibly prevent many different skeletal standards among the Web3D / Collada / Scenegraph community. John F. Richardson -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy Moles Sent: Thursday, May 01, 2008 12:31 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Collada Animation On Thu, 2008-05-01 at 16:20 +0100, Kim C Bale wrote: I've been using the Feeling Software ColladaMax exporter for 3DSMax to export models so that I may use them in OSG. Now plain models work a treat. However, I have been given a file that contains an animation, and the animations don't appear to show when I load them into osgViewer. I had a feeling that they wouldn't, but is there something that I can do to enable them? Does anybody have any experience getting Collada model animations into osg? Is it supported at all? A standard system for skeletal animation is something OSG currently lacks. There was some discussion some months back about settling on one, but that's unlikely to happen anytime soon. For now, your main option is Cal3D. However, when I'm done with osgWidget I'll probably devote that new time to helping Cedric Pinson more with AnimTK, which I really believe to be a great toolkit (though we'll have to eventually address it's usage of the GPL). I've already contributed a bit to it and can speak for it's soundness, and both myself and Cedric use Blender a great deal--so it's exporter there will be rock solid. :) I've made some videos of AnimTK mixing some simple animations from a model made in Blender, they're on the osgWidget website (because it also uses a simple osgWidget::Frame window :)) http://osgwidget.googlecode.com I can tell you this though: AnimTK is divorced from any kind of mesh format, so it wouldn't be impossible for the Collada plugin to use it to facilitate it's animation in OSG one day... Regards, Kim. * To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html * ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collada Animation
On Thu, May 1, 2008 at 4:06 PM, John F. Richardson [EMAIL PROTECTED] wrote: ... So, OSG powers that be, ... heh, we have seen the Powers That Be, and They is Us! :-) -- mew -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Jeremy Moles Sent: Thursday, May 01, 2008 12:31 PM To: OpenSceneGraph Users Subject: Re: [osg-users] Collada Animation On Thu, 2008-05-01 at 16:20 +0100, Kim C Bale wrote: I've been using the Feeling Software ColladaMax exporter for 3DSMax to export models so that I may use them in OSG. Now plain models work a treat. However, I have been given a file that contains an animation, and the animations don't appear to show when I load them into osgViewer. I had a feeling that they wouldn't, but is there something that I can do to enable them? Does anybody have any experience getting Collada model animations into osg? Is it supported at all? A standard system for skeletal animation is something OSG currently lacks. There was some discussion some months back about settling on one, but that's unlikely to happen anytime soon. For now, your main option is Cal3D. However, when I'm done with osgWidget I'll probably devote that new time to helping Cedric Pinson more with AnimTK, which I really believe to be a great toolkit (though we'll have to eventually address it's usage of the GPL). I've already contributed a bit to it and can speak for it's soundness, and both myself and Cedric use Blender a great deal--so it's exporter there will be rock solid. :) I've made some videos of AnimTK mixing some simple animations from a model made in Blender, they're on the osgWidget website (because it also uses a simple osgWidget::Frame window :)) http://osgwidget.googlecode.com I can tell you this though: AnimTK is divorced from any kind of mesh format, so it wouldn't be impossible for the Collada plugin to use it to facilitate it's animation in OSG one day... Regards, Kim. * To view the terms under which this email is distributed, please go to http://www.hull.ac.uk/legal/email_disclaimer.html * ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org -- Mike Weiblen -- Austin Texas USA -- http://mew.cx/ ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Collada Animation
Kim C Bale wrote: I’ve been using the Feeling Software ColladaMax exporter for 3DSMax to export models so that I may use them in OSG. Now plain models work a treat. However, I have been given a file that contains an animation, and the animations don’t appear to show when I load them into osgViewer. I had a feeling that they wouldn’t, but is there something that I can do to enable them? Does anybody have any experience getting Collada model animations into osg? Is it supported at all? Not by OSG. The problem with COLLADA animations (which is actually a good thing in most respects), is that you can really animate *anything* in COLLADA (from transforms to material/shader parameters), so it's quite a bit of work to get animation working in a complete way. The other constructs not supported by the OSG loader are controllers, such as skins and morph targets. If your file contains these, you won't see them either. Most of the time geometry is attached to one or more skin controllers. The bones of the skin controller are then transformed, and the transforms are animated. --J ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] collada animation?
Hi Abe and Robert, I asked this question earlier but somehow it got off topic to discussing osgCAL. With the osg exporter from blender ( http://projects.blender.org/projects/osgexport/) we were able to do simple animations(the kind you are describing I think) directly. For our testing, we exported a spinning cube that also took a helix type path through the scene and it came through in osg without any problems. My question though, as sounds like is yours, was if I used the collada exporter, would this same type of simple animation example come through? This would be much better since our in-house modeler use packages like maya and 3ds. On 10/1/07, Abe Stephens [EMAIL PROTECTED] wrote: Hi Robert, Right now I'm interested in rigid body animation along pre-predefined paths or based on constraints defined within the modeling tool. For example: A vehicle animated along a path such that its wheels rotate and steerable wheels turn. In blender this type of animation would consist of both IPO curves and animation constraints. Blender isn't a requirement, I'm just curious what the best tool chain ending in OSG would be. Thanks- Abe On Sep 30, 2007, at 2:34 PM, osg-users- [EMAIL PROTECTED] wrote: -- Message: 2 Date: Sun, 30 Sep 2007 09:55:33 +0100 From: Robert Osfield [EMAIL PROTECTED] Subject: Re: [osg-users] collada animation? To: OpenSceneGraph Users osg-users@lists.openscenegraph.org Message-ID: [EMAIL PROTECTED] Content-Type: text/plain; charset=ISO-8859-1 Hi Abe, Could you be more specific what you mean by animation. Different plugins support different classes of animation. Robert. On 9/29/07, Abe Stephens [EMAIL PROTECTED] wrote: Hi, Does the OSG collada1.4 plugin support animation? I'm attempting to bring simple pre-baked animations from a tool (blender/maya) into the OSG runtime. I've also tried using a .osg exporter from blender with mixed results. Is there another tool chain into OSG I should try? Thanks- Abe ___ 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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] collada animation?
Hi Abe, Could you be more specific what you mean by animation. Different plugins support different classes of animation. Robert. On 9/29/07, Abe Stephens [EMAIL PROTECTED] wrote: Hi, Does the OSG collada1.4 plugin support animation? I'm attempting to bring simple pre-baked animations from a tool (blender/maya) into the OSG runtime. I've also tried using a .osg exporter from blender with mixed results. Is there another tool chain into OSG I should try? Thanks- Abe ___ 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