Hi PP ?

The first thing is to use the mercurial repository here
hg.plopbyte.net/osg-trunk because it contains fix and code not yet
inside svn.
Because i wrote only exporter knowing the format it's possible that the
osg writer does not do the job is supposed to do.

I have some stuff to finish before putting this task in my plate.

Cheers,
Cedric

-- 
+33 659 598 614  Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


On Wed, 2009-10-14 at 14:57 +0200, p...@graphics.cs.uni-sb.de wrote:
> Hi,
> 
> I'm writing an Maya to osg exporter that supports osgAnimation. The 
> process of getting osgAnimation Callbacks into an osg file is not clear 
> for me, all available osgAnimation examples create executables, but no 
> osg files. When I use
> 
> osgDB::writeNodeFile( *someScene , "someScene.osg" ) ;
> 
> instead of creating a viewer, the code block between UpdateCallbacks 
> parenthesis stays empty in the resulting osg file, but this is where I 
> would expect keyframe and channel data.
> 
> The Blender Exporter is also not helpful, as it uses its own mechanism 
> to write out osg files through Python.
> 
> Can anybody explain / post / create an example that writes a simple 
> osgAnimation into an osg file, please ? Cedric, would this be possible ? 
> Thanks.
> 
> Cheers, searching for the Pivot of my Soul, PP !!!
> _______________________________________________
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> 

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