Hi.

In the good ol' days, we used a lot of VRML models inside of our 
Software. Not because we liked it (is there anybody who likes VRML?), 
but because Rasmus' VRML animation library was the only way to get 
animated vertices out of common 3D tools (3DS max in our case ) into 
OpenSG. However, lots of things have changed in the last few years (this 
was around OpenSG 1.2 times...): The dawn of Collada, far more 
sophisticated shading techniques, OpenSG 2.0 etc. .

That makes me wonder: How do you (read: all others reading this) handle 
your content creation tool chain, in case you got one? And which efforts 
are done/planned to make the process easier (in this case for designers, 
not for developers)?

Some points:

* What's the best way, to get more sophisticated materials (read: 
shaders) out of 3D software like 3ds max into OpenSG 2.0 without 
touching everything over and over again (by exporting normal maps etc. 
one by one, assign them manually, ...)?

* There was a thesis about animation support for Opensg 1.x, but I have 
never seen it somewhere in the repository or an integration to OpenSG 2 
- are there any plans for this? Maybe in combination with Collada, too?

* What formats do you use when exporting models? Is Collada support in 
OpenSG 2.0 ready for prime time already?  Which features of the format 
are or will be supported by OpenSG 2.0?

* There's also the maxconnect plugin by Infiscape - will this work 
together with OpenSG 2.0? Any plans regarding animation support here?

Bottom line: What's / will be the easiest way to integrate my super bump 
and displacement mapped, phong shaded multi material animated 3D model 
made in 3ds max into my software using OpenSG 2? There already were some 
discussions about all this on this list, some of them from 2006 - has 
anything noteworthy happened in the meantime?

Thanks and yours,
Dominik



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