-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Hi David,
Sorry but I dont have experience with this version of the exporter. You should contact the author if you want more informations. The way I did with the example I sent you is: select model name and filename (with the Config of osgconf) then run the export process. So you can loop on a list of models and run an export process for each set. Those two files give you an idea how I exported different models/scene from blender for the game. It's a bit outdated but the process is still true. http://hg.plopbyte.net/pokme/file/94f597f53799/tools/blenderExporter/pokme/pokmescene.py and http://hg.plopbyte.net/pokme/file/94f597f53799/tools/blenderExporter/pokme/room.py Regards, Cedric On 12/14/2011 11:58 AM, David Jardim wrote: > Hi Cedric, > > First of all thank you for your help :) > > I will try and explore pokme and see if I can find what I need. But > maybe I did not explain myself very well. Initially a was using > the other OSG exporter which i added to the *"C:\Program > Files\Blender Foundation\Blender\2.60\scripts\addons"* folder. My > script is also in this folder. Then from my script I simply added a > import statement like this: *import io_export_osg *and then I could > call the function to export the meshes to OSG. > > I want to export each MESH to a single OSG file using your script. > So I run through all the objects in the scene and if the type is a > MESH i would export them to OSG. If I could import your script into > mine maybe I would only need to call the > *OpenSceneGraphExport(config) *method? > > Thank you very much, > > David > > > > > 2011/12/13 Cedric Pinson <cedric.pin...@plopbyte.com > <mailto:cedric.pin...@plopbyte.com>> > > Hi David, It's not an easy example, but a concret one. pokme was a > game and all 3d data came from blender and exported with the osg > exporter with customized script. > http://hg.plopbyte.net/pokme/file/94f597f53799/tools/blenderExporter > > you can ignore animtk folder > > It's easier to setup real example than talking, so if you are > trying to build a pipeline from blender, tell me/ show me what you > are doing and I will help you. > > Cheers, Cedric > > On 12/12/2011 05:05 PM, David Jardim wrote: >> Hello Cedric, > >> I have successfully installed your OSG exporter in Blender >> (through a .zip file) but i need your help in something: > >> * How do I import your script into a script of mine? I've tried >> "import osgExport" but it does not work * After successfully >> importing your script into mine, how can i call a function that >> will export some of the objects of my scene to OSG using your >> exporter? > >> Thank you very much for your time and you awesome script :) > >> David > > > > - -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com http://plopbyte.com - http://osgjs.org - http://showwebgl.com -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.11 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAk7oiecACgkQs6ZHzVQN0IhiWACgiGqeT+d49FdJLrGkXiVO+omb UgUAnjrIstKwZM4BeFcrpY982XlXbjdr =BZ0a -----END PGP SIGNATURE----- _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org