Hello Per,
There is no such thing as noise for the OSG list, especially not when
it's so directly related to a project in the OSG ecosystem. It's totally
relevant and will be useful to someone else I'm sure. So I'm putting
this back on the list :-)
I didn't go from any pre-existing solution file, I just generated my own
with maya2osg's cmake build system (similar to OSG's own).
IIRC, I built maya2osgwith an OSG off the SVN trunk, probably close to
3.0. It's been a while though (at my previous employer which I left over
9 months ago) so depending on whether your OSG version is more or less
recent it may or may not compile. In that case, you can probably
collaborate with Javier Taibo and / or "PP" (Peter Particle I think it
stood for) who were active developers of the project back then and
probably still monitor this list. You can also subscribe to its own
mailing list at
https://lists.sourceforge.net/lists/listinfo/maya2osg-users
though I think they are on both so they should see these messages too.
Another thing I remember, I would compile maya2osg with an SVN trunk
version of OSG, but the models exported from maya in .osg format would
read fine in an OSG 2.8.3 viewer. So that's what we did, since our own
software needed to use a "stable" / released / numbered version of OSG,
not OSG from SVN). Our pipeline looked like this:
1. Create models in maya
2. Export with maya2osg (compiled against OSG 2.9.x or whatever) in .osg
format
3. Optimize the .osg model and save it as .ive using a custom tool based
on osgconv (built using OSG 2.8.3, so the binary .ive format was
compatible with our software)
4. Use the .ive or the unoptimized .osg in our software (built using OSG
2.8.3)
So as I see it you have 2 options depending on the version of OSG you
were using to build maya2osg:
1. If it was a recent version (3.1 and up, or current SVN trunk) I'm
sure the maya2osg folks will want to update the plugin to build against
that version, so you can try to make it work and submit the changes to
them or talk to them to see if they're willing to do it.
2. If it was an older version, for example the version you need to build
your own software with, you could adopt a pipeline like the one I
outlined above.
As an alternative to option 2, you could also modify maya2osg to compile
against that version of OSG (using #ifdefs with the OSG version to make
sure you don't break its compilation against newer versions). But I
think that might make the code very messy, so the maya2osg folks might
not accept to merge those changes back in, which I think is
understandable, and then you'd be left with having to maintain your own
private fork of the plugin...
Hope this helps,
J-S
On 06/09/2012 10:49 AM, Per Nordqvist wrote:
Hi J-S, thanks for responding. I assume you started from the Maya 2011 solution,
with Visual Studio 2008?
Im trying to compile now but I'm probably using the wrong version of OSG,
getting lots of API related errors during compile time.
Do you remember which version of OSG you used that matches Maya 2011?
(I'm posting off the list to reduce the noise. If I succeed I'll post
the conclusions there)
/Per
On 6 September 2012 12:45, Jean-Sébastien Guay <jean_...@videotron.ca> wrote:
Hello Per,
I've used Maya2osg with Maya 2012 x64. I compiled the plugin myself though.
J-S
On 06/09/2012 3:22 AM, Per Nordqvist wrote:
Hi all,
I'm trying to find a working pipeline between osg 3.01 & Maya 2013.
I started with intermediate formats (3ds, flt, obj) but no joy,
material settings are all messed up.
Now I am looking at the native osgMaya:
http://maya2osg.sourceforge.net/
but it only supports older version of Maya, i.e 2009/10/11.
Has there been any efforts on this plugin for Maya 2013?
Thanks,
/Per Nordqvist
p.s. the community page
http://www.openscenegraph.org/projects/osg/wiki/Community/Plugins
points to http://www.diosoft.com/soft/osgmaya/ but this page seems dead.
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