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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