We have been using collada for some time. Its serving our purpose so far and
being stable. As Carsten said it does not load shaders but our engine does
that for us.
We are interested in animations as well and looking forward to animations
capabilities in OpenSG 2.0.
~Regards,
Aashish
On Wed, May 6, 2009 at 9:03 AM, Thiago Bastos <[email protected]> wrote:
> Hi everyone,
>
> On 05/05/2009, at 07:07, Dominik Rau wrote:
>
> > * 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, ...)?
> >
> > [snip]
> >
> > * There's also the maxconnect plugin by Infiscape - will this work
> > together with OpenSG 2.0? Any plans regarding animation support here?
>
> I would say MaxConnect is still the best 3dsMax exporter for OpenSG,
> even though it hasn't been updated for years.
> Of course, it's not on a par with game-quality exporters. AFAIK it
> doesn't support animations, displacement maps etc.
> Oh, and the latest release by Infiscape has some bugs.
>
> The .OSB format has not changed, so it does work with OpenSG 2.0.
>
>
> > 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?
>
> I guess right now there is no easy way to get your fancy materials
> from 3dsmax into OpenSG. However, the future may be brighter.
>
> I heard some news about MaxConnect being released as open-source
> software, so that we could maintain it to our taste. Dr. Dirk Reiners
> may have more information.
>
> It is good to see this topic getting some attention. At last I am not
> the only one concerned with the lack of good exporters.
>
> Kind regards,
> Thiago
>
>
>
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