Re: [osg-users] osgexport for blender?
"Maia Randria" writes: > Thanks Alberto. > > Which version of Blender and osgExporter ar you using ? Are you > satisfied with the exported file ? > I'm using blender 2.59 and the latest version from Cedric's repository. Currently I'm just exporting simple meshes and their associated skeletons, so I haven't had time for checking textures and materials. > > I have some trouble with this exporter: I am using Blender 2.61 and > the last version of tetron: some parts are missing and the textures > are not correct. > > I tried to install with Blender 2.58 + latest version of Cedric so as > to try if this is due to versioning: but when I put everything > (scripts/ Add-ons, etc.,) I can't check the checkbox of osg on the > Blender window User preference. Your help is appreciated. > This is a problem I have encountered as well. I have submitted a patch to Cedric (https://github.com/cedricpinson/osgexport/pull/5) in order to correct the issue. In the meantime, you can apply the patch by yourself. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hello, I tried to re-install Blender and copy osgExport, I have message Missing script files on the Add-ons User preference window. Thanks for helping, Maia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44951#44951 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Thanks Alberto. Which version of Blender and osgExporter ar you using ? Are you satisfied with the exported file ? I have some trouble with this exporter: I am using Blender 2.61 and the last version of tetron: some parts are missing and the textures are not correct. I tried to install with Blender 2.58 + latest version of Cedric so as to try if this is due to versioning: but when I put everything (scripts/ Add-ons, etc.,) I can't check the checkbox of osg on the Blender window User preference. Your help is appreciated. Maia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44950#44950 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
"Maia Randria" writes: > 1. What are the -+ buttons for ? Those buttons are not specific of the osgExport plugin, they are from Blender. Pushing them, you can increment or decrement a numerical postfix into the name of your file, in order to save several versions into different files quickly. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Yeah skinning animation work but the patch is not yet merged. The patch does not allow the exporter to be called from command line. After fixing this it should be merged soon in the trunk. it should be ok next week. Cedric Cedric Pinson Provide OpenGL, WebGL services +33 659 598 614 - http://cedricpinson.com - http://osgjs.org - http://showwebgl.com On Jan 19, 2012, at 01:34 , Maia Randria wrote: > Hi Cedric, > > I found on https://github.com/cedricpinson/osgexport/pull/4 > > a new commit. > > Is the animation included now and working ? > > Maia > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=44901#44901 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi Cedric, I found on https://github.com/cedricpinson/osgexport/pull/4 a new commit. Is the animation included now and working ? Maia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44901#44901 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi, I will do so. Cheers, Maia Cedric Pinson wrote: > -BEGIN PGP SIGNED MESSAGE- > Hash: SHA1 > > Hi, > you can export animation without armature in blender. It will uses > osgAnimation in osg. You can see examples about osgAnimation in the > directory examples of osg. > > Cheers, > Cedric > > On 12/06/2011 09:50 PM, Maia Randria wrote: > > > Hi, > > > > Thank you very much. > > > > BTW, what kind of animation should be worth to be done with Blender > > and exported to OSG since with OSG, we can also do animation ? > > > > Maia > > > > > > > > Cedric Pinson wrote: Thank you, I fixed the problem, btw it's not > > exported correctly because of skeleton. Anyway now it save it > > without error. > > > > Need to update the animation part to export skeleton correctly. > > > > If you have other models that produces error, I will be happy to > > fix it. > > > > Cedric > > > > On 12/01/2011 04:45 PM, Maia Randria wrote: > > > > > > > > > > > > > > > > Hi, > > > > > > > > > > I downloaded this model here: > > > > > http://e2-productions.com/repository/modules/PDdownloads/singlefile.php?cid=1&lid=12 > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > (Low Poly Female Model by TiZeta). > > > > > > > > > > > > > > > > > > > > Thanks, > > > > > > > > > > Maia > > > > > > > > > > -- Read this topic online here: > > > > > http://forum.openscenegraph.org/viewtopic.php?p=44164#44164 > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > ___ osg-users > > > > > mailing list > > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > ___ > > > > > > osg-users mailing list > > > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > > > > > > > > > - -- > > > > > > Post generated by Mail2Forum > > > > > > > > > -- Read this topic online here: > > http://forum.openscenegraph.org/viewtopic.php?p=44248#44248 > > > > > > > > > > > > ___ osg-users mailing > > list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > - -- > Cedric Pinson > Provide OpenGL, WebGL and OpenSceneGraph services > +33 659 598 614 - > 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/ > > iEYEARECAAYFAk7fUoQACgkQs6ZHzVQN0IiftwCcCuhoZnb/qfgKg8sq5tX6sDA2 > JOkAoJrV7u75Jnz43gyKES4TrwwiHEQt > =cVg7 > -END PGP SIGNATURE- > ___ > osg-users mailing list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- > Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44270#44270 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi, you can export animation without armature in blender. It will uses osgAnimation in osg. You can see examples about osgAnimation in the directory examples of osg. Cheers, Cedric On 12/06/2011 09:50 PM, Maia Randria wrote: > Hi, > > Thank you very much. > > BTW, what kind of animation should be worth to be done with Blender > and exported to OSG since with OSG, we can also do animation ? > > Maia > > > > Cedric Pinson wrote: Thank you, I fixed the problem, btw it's not > exported correctly because of skeleton. Anyway now it save it > without error. > > Need to update the animation part to export skeleton correctly. > > If you have other models that produces error, I will be happy to > fix it. > > Cedric > > On 12/01/2011 04:45 PM, Maia Randria wrote: > Hi, I downloaded this model here: http://e2-productions.com/repository/modules/PDdownloads/singlefile.php?cid=1&lid=12 (Low Poly Female Model by TiZeta). Thanks, Maia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44164#44164 ___ osg-users mailing list http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> ___ >> osg-users mailing list >> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >> - -- >> Post generated by Mail2Forum > > > -- Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=44248#44248 > > > > > > ___ osg-users mailing > list osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > - -- 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/ iEYEARECAAYFAk7fUoQACgkQs6ZHzVQN0IiftwCcCuhoZnb/qfgKg8sq5tX6sDA2 JOkAoJrV7u75Jnz43gyKES4TrwwiHEQt =cVg7 -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi, Thank you very much. BTW, what kind of animation should be worth to be done with Blender and exported to OSG since with OSG, we can also do animation ? Maia Cedric Pinson wrote: > -BEGIN PGP SIGNED MESSAGE- > Hash: SHA1 > > Thank you, > I fixed the problem, btw it's not exported correctly because of > skeleton. Anyway now it save it without error. > > Need to update the animation part to export skeleton correctly. > > If you have other models that produces error, I will be happy to fix it. > > Cedric > > On 12/01/2011 04:45 PM, Maia Randria wrote: > > > Hi, > > > > I downloaded this model here: > > http://e2-productions.com/repository/modules/PDdownloads/singlefile.php?cid=1&lid=12 > > > > (Low Poly Female Model by TiZeta). > > > > Thanks, > > > > Maia > > > > -- Read this topic online here: > > http://forum.openscenegraph.org/viewtopic.php?p=44164#44164 > > > > > > > > > > > > ___ osg-users mailing > > list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > - -- > Cedric Pinson > Provide OpenGL, WebGL and OpenSceneGraph services > +33 659 598 614 - > 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/ > > iEYEARECAAYFAk7YCTwACgkQs6ZHzVQN0IgDyQCeP3TJhqLwjNLA27xk1dUhdrD7 > FkIAn3tXd0AEU2hA2bOvJ2+oTMhbqaPk > =qj+O > -END PGP SIGNATURE- > ___ > osg-users mailing list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- > Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44248#44248 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Thank you, I fixed the problem, btw it's not exported correctly because of skeleton. Anyway now it save it without error. Need to update the animation part to export skeleton correctly. If you have other models that produces error, I will be happy to fix it. Cedric On 12/01/2011 04:45 PM, Maia Randria wrote: > Hi, > > I downloaded this model here: > http://e2-productions.com/repository/modules/PDdownloads/singlefile.php?cid=1&lid=12 > > (Low Poly Female Model by TiZeta). > > Thanks, > > Maia > > -- Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=44164#44164 > > > > > > ___ osg-users mailing > list osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > - -- 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/ iEYEARECAAYFAk7YCTwACgkQs6ZHzVQN0IgDyQCeP3TJhqLwjNLA27xk1dUhdrD7 FkIAn3tXd0AEU2hA2bOvJ2+oTMhbqaPk =qj+O -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi, I downloaded this model here: http://e2-productions.com/repository/modules/PDdownloads/singlefile.php?cid=1&lid=12 (Low Poly Female Model by TiZeta). Thanks, Maia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44164#44164 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi, Can you share your model or at least report the full log of the error ? It will help a lot to fix it. Cedric On 11/29/2011 04:45 PM, Maia Randria wrote: > Hi, > > Yes, I installed this one. > > After reading some posts, I understand that there are two OSG > exporters for Blender: 1. yours, which does not support animation > at the moment, if I understand; 2. and the one from Damyon: > https://code.google.com/p/blender-osgexport-25/ which supports > animations and armatures. > > Am I right ? > > Which one is more robust and more mature at this moment ? > > Also, those two exporters work for Blender 2.5x, does someone try > exportation with the latest Blender version 2.6 ? > > Thank you very much for your work, > > Maia > > > Cedric Pinson wrote: Did you try this > https://github.com/cedricpinson/osgexport ? > > Cedric On 11/25/2011 11:46 PM, Maia Randria wrote: > Hi, Sorry, but I am very confused with the OSG exporter from Blender. Which OSG exporter works for Blender 2.6 (the latest version) ? Could you the right website to download it ? Thanks, Maia Jeremy Moles wrote: > On Fri, 2011-09-23 at 16:38 +0200, Alberto Luaces wrote: > > >> "Benjamin Gehmlich" writes: >> >> >> >>> Hi Alberto, thanks for your answer, but there is a >>> Problem with blender. >>> >>> >>> When I want to add the osgExport file ("Install >>> Add-On"), there happens nothing. >>> >>> What I have done 1.) put the osg folder in >>> blender-2.59/2.59/scripts/addons 2.) the osgExport.py >>> in blender-2.59 3.) started Blender -> User Preferences >>> -> Install Add-On 4.) then chose osgExport.py >>> >>> By the other versions I used, after this I saw an >>> entry. >>> >>> Is there a mistake? >>> >>> The other versions worked good for normaly exports, but >>> when I chose "Armatur" by the mesh as parent it did not >>> export. Therefore I used the Modifier Armatur and i >>> could export as osg but the mesh was not correct. >>> >>> >> >> Benjamin, >> >> I don't fully understand how you are installing the >> add-on, but you have to take into consideration that the >> plugin doesn't only need osgExport.py, but the `osg' >> directory as well. Also, start Blender from the command >> line in order to check if the script is not found by your >> Python installation. >> >> > > The state of the Blender export(s) requires some > explanation... > > Some history: Alberto wrote the first osgexport.py. A few > years later, Cedric and myself came along and improved (?) > it, in a very general sense. Another year later, Cedric > wrote animtk, which eventually became osgAnimation, and > added support for that as well into the exporter. > > Then, along came Blender 2.5. It drastically changed the > way data is represented and enumerated in Python > internally. Cedric adapted the Mesh exports easily enough, > but the Animation exporting remains non-functional. You can > find all of this code here (git): > > https://github.com/cedricpinson/osgexport.git > > HOWEVER, another exporter has come into light. I'm not sure > WHY this individual chose to start over (rather than add to > the existing exporter), I do not know. The code base has > become quite large however, so perhaps that is the reason. > There are also comments in the source to the "main" > exporter that he actually did work on it at some point. His > code DOES support animation export, but it isn't as robust > as the original in other ways. You can find that code here > (git): > > https://code.google.com/p/blender-osgexport-25/ > > To be completely honest, the state of all of this is a > total mess. We now have 2 exporters, each possessing > features the other lacks, and neither of which are > (anymore) particularly clean or usable code bases. > > I've talked with Cedric about the future of the "original" > exporter, and it certainly hasn't been forgotten, but he is > an extremely, EXTREMELY busy person and it may be a while > before anything happens. > > I also tried adapting the code from Wiese's exporter > myself, but I can't follow either of the exporters anymore, > so no luck there... > > > ___ osg-users > mailing list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > - -- > > Post generated by Mail2Forum > -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?
Re: [osg-users] osgexport for blender?
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi, Can you report send the model in order I reproduce the problem ? or a model that produces similar problems ? Cedric On 11/30/2011 03:28 PM, Maia Randria wrote: > Hi Cedric, > > With Blender 2.6, for some 3D models, the model is exported > (xxx.osg is created on the Blender interface) but there are bugs in > writing the file on disk (the file is 0K on disk). Here are some > bugs reporting: > > - ..\osgdata.py, line 497, in write, self.root.write(sfile); - > ..\osgobject.py, line 87, in write, > Write.SerializeInstanceOrUselt(self,output); - ..\osgobject.py, > line 566, in serializeContent, i.write(outout) > > > etc. > > Cheers, > > Maia > > -- Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=44134#44134 > > > > > > ___ osg-users mailing > list osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > - -- 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/ iEYEARECAAYFAk7WQL4ACgkQs6ZHzVQN0Iio6gCfR5FILYo0HIOfLne2Gx4sW9vE VTgAn1EL2TP4OxRei4nicZVqHRyo8UXT =v8lf -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi Cedric, With Blender 2.6, for some 3D models, the model is exported (xxx.osg is created on the Blender interface) but there are bugs in writing the file on disk (the file is 0K on disk). Here are some bugs reporting: - ..\osgdata.py, line 497, in write, self.root.write(sfile); - ..\osgobject.py, line 87, in write, Write.SerializeInstanceOrUselt(self,output); - ..\osgobject.py, line 566, in serializeContent, i.write(outout) etc. Cheers, Maia -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44134#44134 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi, You get it. Damyon has work on his one to experiment and have something working quickly mine comes from blender 2.49 and is done to be able to make other exporter on top of it. Like a custom exporter that export osg data but user can tweak the exporter. Ideally if you dont need armature/animation it would be better to use mine. The work of Daymon (thank you a lot man) should be reported asap to mine on github. Same thing about bugs if you find bugs please report it on github. Off course if you need armatures/animations use Daymon exporter. It should work fine with blender 2.6 but I have not tried yet, so if you have problem report it I should be reactive for small fix. Regards, Cedric On 11/29/2011 04:45 PM, Maia Randria wrote: > Hi, > > Yes, I installed this one. > > After reading some posts, I understand that there are two OSG > exporters for Blender: 1. yours, which does not support animation > at the moment, if I understand; 2. and the one from Damyon: > https://code.google.com/p/blender-osgexport-25/ which supports > animations and armatures. > > Am I right ? > > Which one is more robust and more mature at this moment ? > > Also, those two exporters work for Blender 2.5x, does someone try > exportation with the latest Blender version 2.6 ? > > Thank you very much for your work, > > Maia > > > Cedric Pinson wrote: Did you try this > https://github.com/cedricpinson/osgexport ? > > Cedric On 11/25/2011 11:46 PM, Maia Randria wrote: > Hi, Sorry, but I am very confused with the OSG exporter from Blender. Which OSG exporter works for Blender 2.6 (the latest version) ? Could you the right website to download it ? Thanks, Maia Jeremy Moles wrote: > On Fri, 2011-09-23 at 16:38 +0200, Alberto Luaces wrote: > > >> "Benjamin Gehmlich" writes: >> >> >> >>> Hi Alberto, thanks for your answer, but there is a >>> Problem with blender. >>> >>> >>> When I want to add the osgExport file ("Install >>> Add-On"), there happens nothing. >>> >>> What I have done 1.) put the osg folder in >>> blender-2.59/2.59/scripts/addons 2.) the osgExport.py >>> in blender-2.59 3.) started Blender -> User Preferences >>> -> Install Add-On 4.) then chose osgExport.py >>> >>> By the other versions I used, after this I saw an >>> entry. >>> >>> Is there a mistake? >>> >>> The other versions worked good for normaly exports, but >>> when I chose "Armatur" by the mesh as parent it did not >>> export. Therefore I used the Modifier Armatur and i >>> could export as osg but the mesh was not correct. >>> >>> >> >> Benjamin, >> >> I don't fully understand how you are installing the >> add-on, but you have to take into consideration that the >> plugin doesn't only need osgExport.py, but the `osg' >> directory as well. Also, start Blender from the command >> line in order to check if the script is not found by your >> Python installation. >> >> > > The state of the Blender export(s) requires some > explanation... > > Some history: Alberto wrote the first osgexport.py. A few > years later, Cedric and myself came along and improved (?) > it, in a very general sense. Another year later, Cedric > wrote animtk, which eventually became osgAnimation, and > added support for that as well into the exporter. > > Then, along came Blender 2.5. It drastically changed the > way data is represented and enumerated in Python > internally. Cedric adapted the Mesh exports easily enough, > but the Animation exporting remains non-functional. You can > find all of this code here (git): > > https://github.com/cedricpinson/osgexport.git > > HOWEVER, another exporter has come into light. I'm not sure > WHY this individual chose to start over (rather than add to > the existing exporter), I do not know. The code base has > become quite large however, so perhaps that is the reason. > There are also comments in the source to the "main" > exporter that he actually did work on it at some point. His > code DOES support animation export, but it isn't as robust > as the original in other ways. You can find that code here > (git): > > https://code.google.com/p/blender-osgexport-25/ > > To be completely honest, the state of all of this is a > total mess. We now have 2 exporters, each possessing > features the other lacks, and neither of which are > (anymore) particularly clean or usable code bases. > > I've talked with Cedric about the future of the "original" > exporter, and it certainly hasn't been forgotten, but he is > an extremely, EXTREMELY busy person and it may be a while > before an
Re: [osg-users] osgexport for blender?
Hi, Yes, I installed this one. After reading some posts, I understand that there are two OSG exporters for Blender: 1. yours, which does not support animation at the moment, if I understand; 2. and the one from Damyon: https://code.google.com/p/blender-osgexport-25/ which supports animations and armatures. Am I right ? Which one is more robust and more mature at this moment ? Also, those two exporters work for Blender 2.5x, does someone try exportation with the latest Blender version 2.6 ? Thank you very much for your work, Maia Cedric Pinson wrote: > -BEGIN PGP SIGNED MESSAGE- > Hash: SHA1 > > Did you try this > https://github.com/cedricpinson/osgexport > ? > > Cedric > On 11/25/2011 11:46 PM, Maia Randria wrote: > > > Hi, > > > > Sorry, but I am very confused with the OSG exporter from Blender. > > > > Which OSG exporter works for Blender 2.6 (the latest version) ? > > Could you the right website to download it ? > > > > Thanks, > > > > Maia > > > > > > > > Jeremy Moles wrote: > > > > > On Fri, 2011-09-23 at 16:38 +0200, Alberto Luaces wrote: > > > > > > > > > > "Benjamin Gehmlich" writes: > > > > > > > > > > > > > > > > > Hi Alberto, thanks for your answer, but there is a Problem > > > > > with blender. > > > > > > > > > > > > > > > When I want to add the osgExport file ("Install Add-On"), > > > > > there happens nothing. > > > > > > > > > > What I have done 1.) put the osg folder in > > > > > blender-2.59/2.59/scripts/addons 2.) the osgExport.py in > > > > > blender-2.59 3.) started Blender -> User Preferences -> > > > > > Install Add-On 4.) then chose osgExport.py > > > > > > > > > > By the other versions I used, after this I saw an entry. > > > > > > > > > > Is there a mistake? > > > > > > > > > > The other versions worked good for normaly exports, but when > > > > > I chose "Armatur" by the mesh as parent it did not export. > > > > > Therefore I used the Modifier Armatur and i could export as > > > > > osg but the mesh was not correct. > > > > > > > > > > > > > > > > > > Benjamin, > > > > > > > > I don't fully understand how you are installing the add-on, but > > > > you have to take into consideration that the plugin doesn't > > > > only need osgExport.py, but the `osg' directory as well. Also, > > > > start Blender from the command line in order to check if the > > > > script is not found by your Python installation. > > > > > > > > > > > > > > The state of the Blender export(s) requires some explanation... > > > > > > Some history: Alberto wrote the first osgexport.py. A few years > > > later, Cedric and myself came along and improved (?) it, in a > > > very general sense. Another year later, Cedric wrote animtk, > > > which eventually became osgAnimation, and added support for that > > > as well into the exporter. > > > > > > Then, along came Blender 2.5. It drastically changed the way data > > > is represented and enumerated in Python internally. Cedric > > > adapted the Mesh exports easily enough, but the Animation > > > exporting remains non-functional. You can find all of this code > > > here (git): > > > > > > https://github.com/cedricpinson/osgexport.git > > > > > > HOWEVER, another exporter has come into light. I'm not sure WHY > > > this individual chose to start over (rather than add to the > > > existing exporter), I do not know. The code base has become quite > > > large however, so perhaps that is the reason. There are also > > > comments in the source to the "main" exporter that he actually > > > did work on it at some point. His code DOES support animation > > > export, but it isn't as robust as the original in other ways. You > > > can find that code here (git): > > > > > > https://code.google.com/p/blender-osgexport-25/ > > > > > > To be completely honest, the state of all of this is a total > > > mess. We now have 2 exporters, each possessing features the other > > > lacks, and neither of which are (anymore) particularly clean or > > > usable code bases. > > > > > > I've talked with Cedric about the future of the "original" > > > exporter, and it certainly hasn't been forgotten, but he is an > > > extremely, EXTREMELY busy person and it may be a while before > > > anything happens. > > > > > > I also tried adapting the code from Wiese's exporter myself, but > > > I can't follow either of the exporters anymore, so no luck > > > there... > > > > > > > > > ___ osg-users mailing > > > list > > > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > > > > > > > > > > > > > > - -- > > > > > > Post generated by Mail2Forum > > > > > > > > > -- Read this topic online here: > > http://forum.openscenegraph.org/viewtopic.php?p=44047#44047 > > > > > > > > > > > > ___ osg-users mailing > > list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscene
Re: [osg-users] osgexport for blender?
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Did you try this https://github.com/cedricpinson/osgexport ? Cedric On 11/25/2011 11:46 PM, Maia Randria wrote: > Hi, > > Sorry, but I am very confused with the OSG exporter from Blender. > > Which OSG exporter works for Blender 2.6 (the latest version) ? > Could you the right website to download it ? > > Thanks, > > Maia > > > > Jeremy Moles wrote: >> On Fri, 2011-09-23 at 16:38 +0200, Alberto Luaces wrote: >> >>> "Benjamin Gehmlich" writes: >>> >>> Hi Alberto, thanks for your answer, but there is a Problem with blender. When I want to add the osgExport file ("Install Add-On"), there happens nothing. What I have done 1.) put the osg folder in blender-2.59/2.59/scripts/addons 2.) the osgExport.py in blender-2.59 3.) started Blender -> User Preferences -> Install Add-On 4.) then chose osgExport.py By the other versions I used, after this I saw an entry. Is there a mistake? The other versions worked good for normaly exports, but when I chose "Armatur" by the mesh as parent it did not export. Therefore I used the Modifier Armatur and i could export as osg but the mesh was not correct. >>> >>> Benjamin, >>> >>> I don't fully understand how you are installing the add-on, but >>> you have to take into consideration that the plugin doesn't >>> only need osgExport.py, but the `osg' directory as well. Also, >>> start Blender from the command line in order to check if the >>> script is not found by your Python installation. >>> >> >> The state of the Blender export(s) requires some explanation... >> >> Some history: Alberto wrote the first osgexport.py. A few years >> later, Cedric and myself came along and improved (?) it, in a >> very general sense. Another year later, Cedric wrote animtk, >> which eventually became osgAnimation, and added support for that >> as well into the exporter. >> >> Then, along came Blender 2.5. It drastically changed the way data >> is represented and enumerated in Python internally. Cedric >> adapted the Mesh exports easily enough, but the Animation >> exporting remains non-functional. You can find all of this code >> here (git): >> >> https://github.com/cedricpinson/osgexport.git >> >> HOWEVER, another exporter has come into light. I'm not sure WHY >> this individual chose to start over (rather than add to the >> existing exporter), I do not know. The code base has become quite >> large however, so perhaps that is the reason. There are also >> comments in the source to the "main" exporter that he actually >> did work on it at some point. His code DOES support animation >> export, but it isn't as robust as the original in other ways. You >> can find that code here (git): >> >> https://code.google.com/p/blender-osgexport-25/ >> >> To be completely honest, the state of all of this is a total >> mess. We now have 2 exporters, each possessing features the other >> lacks, and neither of which are (anymore) particularly clean or >> usable code bases. >> >> I've talked with Cedric about the future of the "original" >> exporter, and it certainly hasn't been forgotten, but he is an >> extremely, EXTREMELY busy person and it may be a while before >> anything happens. >> >> I also tried adapting the code from Wiese's exporter myself, but >> I can't follow either of the exporters anymore, so no luck >> there... >> >> >> ___ osg-users mailing >> list >> >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> >> - -- >> Post generated by Mail2Forum > > > -- Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=44047#44047 > > > > > > ___ osg-users mailing > list osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > - -- 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/ iEYEARECAAYFAk7Q8zoACgkQs6ZHzVQN0IhImgCeMHwNyBsRsmTKG9MsS53Bnxtr d4sAn0bL+WKkUFWdkW95rsrRuatiKOKY =0xoX -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi, Sorry, but I am very confused with the OSG exporter from Blender. Which OSG exporter works for Blender 2.6 (the latest version) ? Could you the right website to download it ? Thanks, Maia Jeremy Moles wrote: > On Fri, 2011-09-23 at 16:38 +0200, Alberto Luaces wrote: > > > "Benjamin Gehmlich" writes: > > > > > > > Hi Alberto, > > > thanks for your answer, but there is a Problem with blender. > > > > > > > > > When I want to add the osgExport file ("Install Add-On"), there happens > > > nothing. > > > > > > What I have done > > > 1.) put the osg folder in blender-2.59/2.59/scripts/addons > > > 2.) the osgExport.py in blender-2.59 > > > 3.) started Blender -> User Preferences -> Install Add-On > > > 4.) then chose osgExport.py > > > > > > By the other versions I used, after this I saw an entry. > > > > > > Is there a mistake? > > > > > > The other versions worked good for normaly exports, but when I chose > > > "Armatur" by the mesh as parent it did not export. > > > Therefore I used the Modifier Armatur and i could export as osg but the > > > mesh was not correct. > > > > > > > Benjamin, > > > > I don't fully understand how you are installing the add-on, but you have > > to take into consideration that the plugin doesn't only need > > osgExport.py, but the `osg' directory as well. Also, start Blender from > > the command line in order to check if the script is not found by your > > Python installation. > > > > The state of the Blender export(s) requires some explanation... > > Some history: Alberto wrote the first osgexport.py. A few years later, > Cedric and myself came along and improved (?) it, in a very general > sense. Another year later, Cedric wrote animtk, which eventually became > osgAnimation, and added support for that as well into the exporter. > > Then, along came Blender 2.5. It drastically changed the way data is > represented and enumerated in Python internally. Cedric adapted the Mesh > exports easily enough, but the Animation exporting remains > non-functional. You can find all of this code here (git): > > https://github.com/cedricpinson/osgexport.git > > HOWEVER, another exporter has come into light. I'm not sure WHY this > individual chose to start over (rather than add to the existing > exporter), I do not know. The code base has become quite large however, > so perhaps that is the reason. There are also comments in the source to > the "main" exporter that he actually did work on it at some point. His > code DOES support animation export, but it isn't as robust as the > original in other ways. You can find that code here (git): > > https://code.google.com/p/blender-osgexport-25/ > > To be completely honest, the state of all of this is a total mess. We > now have 2 exporters, each possessing features the other lacks, and > neither of which are (anymore) particularly clean or usable code bases. > > I've talked with Cedric about the future of the "original" exporter, and > it certainly hasn't been forgotten, but he is an extremely, EXTREMELY > busy person and it may be a while before anything happens. > > I also tried adapting the code from Wiese's exporter myself, but I can't > follow either of the exporters anymore, so no luck there... > > > ___ > osg-users mailing list > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > > -- > Post generated by Mail2Forum -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=44047#44047 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
On Sun, 2011-09-25 at 03:23 +0200, Damyon Wiese wrote: > Hi Jeremy, > > Just thought I would post to clarify the post about my exporter (This one: > https://code.google.com/p/blender-osgexport-25/). > > I originally tried to update Cedrics exporter for blender 2.5 and got some > way but realised that I couldn't follow it well enough to do it without > introducing a heap of subtle bugs. So I started fresh and wrote that new > exporter you found - but my intent was just to write a proof of concept that > Cedric could use when he came to update his exporter - I agree that having 2 > exporters is not the way to go and that Cedric knows more than anyone about > osgAnimation so his exporter should be the way forward. > > I let Cedric know about my exporter off list and have been giving him updates > on the progress so that he can pinch bits from it when he gets to updating > his code to support animation. The reason I didn't announce this exporter > anywhere (but google found it obviously) is that I don't want to create this > confusion. > > That said - until Cedric has finished his updates if someone uses my exporter > and finds a bug, post it in the google code project and I'll be happy to look > at it. > > Regards, Damyon Ah, very cool. I tried to do the adaptation myself a few nights back, but ran into the same issue you did: the larger, original exporter has become (and perhaps necessarily so) quite large. At least you're writing code though, not like me sitting on the sidelines. :) > ... > > Thank you! > > Cheers, > Damyon > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=42994#42994 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 I added a zip file that you can use with the addon menu. Should be easier to install. https://github.com/cedricpinson/osgexport/tree/master/blender-2.5/build Cedric On 09/23/2011 05:40 PM, Jeremy Moles wrote: > On Fri, 2011-09-23 at 17:36 +0200, Alberto Luaces wrote: >> Jeremy Moles writes: >> >>> Some history: Alberto wrote the first osgexport.py. >> >> Hi Jeremy, >> >> just a clarification: I didn't wrote anything :) As far as I >> know, the original osgexport.py script belongs to Rubén López. > > CRAP, you're right. Sorry. It was your thread I was responding to > and somehow I transposed that. It WAS Ruben, sorry. :) > > > ___ osg-users mailing > list osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org - -- > 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/ iEYEARECAAYFAk5/H1kACgkQs6ZHzVQN0IjpowCfUN+IZBQ4D9QZGH7i5KYW/rf/ kfoAmwXOCvz8VEmp7e0AF0pNql4h+57P =wxDb -END PGP SIGNATURE- ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi Jeremy, Just thought I would post to clarify the post about my exporter (This one: https://code.google.com/p/blender-osgexport-25/). I originally tried to update Cedrics exporter for blender 2.5 and got some way but realised that I couldn't follow it well enough to do it without introducing a heap of subtle bugs. So I started fresh and wrote that new exporter you found - but my intent was just to write a proof of concept that Cedric could use when he came to update his exporter - I agree that having 2 exporters is not the way to go and that Cedric knows more than anyone about osgAnimation so his exporter should be the way forward. I let Cedric know about my exporter off list and have been giving him updates on the progress so that he can pinch bits from it when he gets to updating his code to support animation. The reason I didn't announce this exporter anywhere (but google found it obviously) is that I don't want to create this confusion. That said - until Cedric has finished his updates if someone uses my exporter and finds a bug, post it in the google code project and I'll be happy to look at it. Regards, Damyon ... Thank you! Cheers, Damyon -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42994#42994 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
On Fri, 2011-09-23 at 17:36 +0200, Alberto Luaces wrote: > Jeremy Moles writes: > > > Some history: Alberto wrote the first osgexport.py. > > Hi Jeremy, > > just a clarification: I didn't wrote anything :) As far as I know, the > original osgexport.py script belongs to Rubén López. CRAP, you're right. Sorry. It was your thread I was responding to and somehow I transposed that. It WAS Ruben, sorry. :) ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Jeremy Moles writes: > Some history: Alberto wrote the first osgexport.py. Hi Jeremy, just a clarification: I didn't wrote anything :) As far as I know, the original osgexport.py script belongs to Rubén López. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
On Fri, 2011-09-23 at 16:38 +0200, Alberto Luaces wrote: > "Benjamin Gehmlich" writes: > > > Hi Alberto, > > thanks for your answer, but there is a Problem with blender. > > > > > > When I want to add the osgExport file ("Install Add-On"), there happens > > nothing. > > > > What I have done > > 1.) put the osg folder in blender-2.59/2.59/scripts/addons > > 2.) the osgExport.py in blender-2.59 > > 3.) started Blender -> User Preferences -> Install Add-On > > 4.) then chose osgExport.py > > > > By the other versions I used, after this I saw an entry. > > > > Is there a mistake? > > > > The other versions worked good for normaly exports, but when I chose > > "Armatur" by the mesh as parent it did not export. > > Therefore I used the Modifier Armatur and i could export as osg but the > > mesh was not correct. > > Benjamin, > > I don't fully understand how you are installing the add-on, but you have > to take into consideration that the plugin doesn't only need > osgExport.py, but the `osg' directory as well. Also, start Blender from > the command line in order to check if the script is not found by your > Python installation. The state of the Blender export(s) requires some explanation... Some history: Alberto wrote the first osgexport.py. A few years later, Cedric and myself came along and improved (?) it, in a very general sense. Another year later, Cedric wrote animtk, which eventually became osgAnimation, and added support for that as well into the exporter. Then, along came Blender 2.5. It drastically changed the way data is represented and enumerated in Python internally. Cedric adapted the Mesh exports easily enough, but the Animation exporting remains non-functional. You can find all of this code here (git): https://github.com/cedricpinson/osgexport.git HOWEVER, another exporter has come into light. I'm not sure WHY this individual chose to start over (rather than add to the existing exporter), I do not know. The code base has become quite large however, so perhaps that is the reason. There are also comments in the source to the "main" exporter that he actually did work on it at some point. His code DOES support animation export, but it isn't as robust as the original in other ways. You can find that code here (git): https://code.google.com/p/blender-osgexport-25/ To be completely honest, the state of all of this is a total mess. We now have 2 exporters, each possessing features the other lacks, and neither of which are (anymore) particularly clean or usable code bases. I've talked with Cedric about the future of the "original" exporter, and it certainly hasn't been forgotten, but he is an extremely, EXTREMELY busy person and it may be a while before anything happens. I also tried adapting the code from Wiese's exporter myself, but I can't follow either of the exporters anymore, so no luck there... ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
"Benjamin Gehmlich" writes: > Hi Alberto, > thanks for your answer, but there is a Problem with blender. > > > When I want to add the osgExport file ("Install Add-On"), there happens > nothing. > > What I have done > 1.) put the osg folder in blender-2.59/2.59/scripts/addons > 2.) the osgExport.py in blender-2.59 > 3.) started Blender -> User Preferences -> Install Add-On > 4.) then chose osgExport.py > > By the other versions I used, after this I saw an entry. > > Is there a mistake? > > The other versions worked good for normaly exports, but when I chose > "Armatur" by the mesh as parent it did not export. > Therefore I used the Modifier Armatur and i could export as osg but the mesh > was not correct. Benjamin, I don't fully understand how you are installing the add-on, but you have to take into consideration that the plugin doesn't only need osgExport.py, but the `osg' directory as well. Also, start Blender from the command line in order to check if the script is not found by your Python installation. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi Alberto, thanks for your answer, but there is a Problem with blender. When I want to add the osgExport file ("Install Add-On"), there happens nothing. What I have done 1.) put the osg folder in blender-2.59/2.59/scripts/addons 2.) the osgExport.py in blender-2.59 3.) started Blender -> User Preferences -> Install Add-On 4.) then chose osgExport.py By the other versions I used, after this I saw an entry. Is there a mistake? The other versions worked good for normaly exports, but when I chose "Armatur" by the mesh as parent it did not export. Therefore I used the Modifier Armatur and i could export as osg but the mesh was not correct. Thank you! Cheers, Benjamin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42973#42973 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
"Benjamin Gehmlich" writes: > Hi all, > > I want to export characters with the osgExport-Plugin for Blender 2.59. > > I used the nathan file (character.blend) and boxman.blend (found them in the > web), but the versions "osgexport_no_mercurial_20100530_r7tar_563" and > "osgexport_no_mercurial_20100527_r6tar_199" does not work. > > Can anyone help me please? > > Thank you! Benjamin, try https://github.com/cedricpinson/osgexport . -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi all, I want to export characters with the osgExport-Plugin for Blender 2.59. I used the nathan file (character.blend) and boxman.blend (found them in the web), but the versions "osgexport_no_mercurial_20100530_r7tar_563" and "osgexport_no_mercurial_20100527_r6tar_199" does not work. Can anyone help me please? Thank you! Cheers, Benjamin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=42965#42965 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi All, Just to let you know that Cedric is looking at putting this script in a repository somewhere so we can track bugs/updates etc. He is just looking at the code first before deciding exactly what to do. Cheers, Damyon -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40676#40676 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
well it was my fault :-* i didn't assigned material and texture to textured objects after playing with the exporter a bit it seem that it work fine i am only using static mesh and i am happy with the plugin again, thanks and good day -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=40666#40666 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Thank you very much for the updated script, it works great. If I have time I'll test it on anothers models and let you know. Cheers, On Mon, May 30, 2011 at 9:37 AM, Alberto Luaces wrote: > "Damyon Wiese" writes: > > > Hi Amigoface, > > > > Sorry - I think this commit to blender changed one of the import paths. > > > > http://comments.gmane.org/gmane.comp.video.blender.scm/22522 > > > > Ie - my blender auto updated and I had to change one of the import paths > to make the script work - but obviously that broke the script for blender > versions before the above commit. > > Yes — indeed I had to compile Blender from the latest SVN version in > order to be able to use it. If you try to use the precompiled Blender > version offered in the official page, you will have the same error. > > Damyon, do you have some sort of public repository? That way we could > try the script at our ends, and integrate the changes easily instead of > having to do all the work by yourself. > > -- > Alberto > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Serge Lages http://www.tharsis-software.com ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
"Damyon Wiese" writes: > Hi Amigoface, > > Sorry - I think this commit to blender changed one of the import paths. > > http://comments.gmane.org/gmane.comp.video.blender.scm/22522 > > Ie - my blender auto updated and I had to change one of the import paths to > make the script work - but obviously that broke the script for blender > versions before the above commit. Yes — indeed I had to compile Blender from the latest SVN version in order to be able to use it. If you try to use the precompiled Blender version offered in the official page, you will have the same error. Damyon, do you have some sort of public repository? That way we could try the script at our ends, and integrate the changes easily instead of having to do all the work by yourself. -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi Amigoface, Sorry - I think this commit to blender changed one of the import paths. http://comments.gmane.org/gmane.comp.video.blender.scm/22522 Ie - my blender auto updated and I had to change one of the import paths to make the script work - but obviously that broke the script for blender versions before the above commit. Here is an updated script that should work for blender versions before and after the above commit. Cheers, Damyon -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39915#39915 osgexport_no_mercurial_20100530_r7.tar.gz Description: GNU Zip compressed data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
indeed, there is a problem with this version please see the attached console output [Image: http://data.imagup.com/7/1121343226.JPG ] (http://www.imagup.com/data/1121343226.html) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39911#39911 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
aaron wrote: > > > However, when I try to click on the checkbox to enable it it doesnt change. > it doesnt respond at all. > I restarted Blender but that didnt help. > > Am I missing a step? Do I have to do something else? > > Thanks > > Aaron you need to copy the all the OSGexporter folder including the subfolder -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39910#39910 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi, Aaron If you click the checkbox and it doesn't change - that means there is a python error - this could be because it can't find all of the script files or some other reason. If you open the console it will show you the error. I think blender on mac uses the system console - which means if you open the Console application (Applications/Utilities) the error should show up there. Cheers - Damyon -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39905#39905 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi Damyon Thanks for your reply. I didnt manage on windows so Im now trying on Mac OSX. I did as you suggested and copied the folder osg and the file osgExport.py into /Applications/blender.app/contents/MacOS/2.57/scripts/addons and once again the line for the osgExporter appears inside blender. However, when I try to click on the checkbox to enable it it doesnt change. it doesnt respond at all. I restarted Blender but that didnt help. Am I missing a step? Do I have to do something else? Thanks Aaron -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39904#39904 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi Aaron If you found the 2.57 folder then you are in the right place - just create a scripts and addon folders in there. They wont exist at first unless you have installed some other script. So you should have: /2.57/scripts/addons with /2.57/scripts/addons/osgExport.py and a folder: /2.57/scripts/addons/osg/ with these files in it: __init__.py osgconf.py osgdata.py osglog.py osgobject.py (you may also have osgbake.py and osggui.py.del - but they are no longer used). If you use the install add-on feature it wont work because it will only copy the osgExport.py file. You need the rest of the files from the osg folder as well. Here is a link to the blender wiki page with the scripts folder location on all the different platforms: http://wiki.blender.org/index.php/Doc:2.5/Manual/Introduction/Installing_Blender/DirectoryLayout Hope this helps Regards - Damyon -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39903#39903 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
damyon wrote: > Hi Alberto, > > Here is an updated script that should fix this crash. > > Cheers, > Damyon Hi Damyon I have been struggling to install the exporter. Could you tell me what the steps are for using the file you have attached above are in Blender 2.57 on Windows 7? The steps I took : 1)Downloaded osgexport-no-mercurial-20100527_r6.tar.gz 2)Unzipped it onto my desktop. 3)Went into Blender, User Preferences ->Add-ons and clicked Install Add-on. Then in the file selection screen I found the osgExport.py file on my desktop and clicked install Add-on 4)A new line appears with the running figure and a grey checkbox with the description "Import-Export: Export OSG format (.osg) " 5)I tried clicking on the checkbox but it doesnt activate. What should I do? Also, I thought I should have a folder called /.blender/scripts in my blender folder but I dont have anything there. The only folder I have is 2.57 Im really stuck and its really important for me because I need to export a hand armature that has been skinned in Blender into OSG for some research we are trying to do. Any help will be appreciated! -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39897#39897 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi Alberto, Here is an updated script that should fix this crash. Cheers, Damyon -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39870#39870 osgexport-no-mercurial-20100527_r6.tar.gz Description: GNU Zip compressed data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Damyon, "Damyon Wiese" writes: > Hi Alberto, > > The script is for using within blender. Copy the files from the > blenderExporter directory to your blender scripts folder. I'm on linux so my > folder is at: > > ~/.blender/2.57/scripts/addons/ > > Then when you open blender you will need to enable the script. > > * Open the User Preferences window (Ctrl + Alt + U) > * Click on the Addons tab > * Type osg in the search box > * Check the checkbox next to the "Import-Export: Export OSG format (.osg)" > entry to enable the plugin. > * Click "Save as default" to save the changes permanently. > > Now the File -> Export menu will have an additional entry - "OSG Model > (.osg)" which will run the script. > > Hope this helps - Damyon Indeed it does, thank you very much. I'm such a newbie when dealing with these new 2.5x series. I could export some meshes at will. I had only problems when exporting a MakeHuman skeleton. I attach the log in case you are interested: BlenderExporter directory blenderExporter read blend: /tmp/5-abril/mr.blend OpenScenGraph Option [ AUTHOR ] = OpenScenGraph Option [ LOG ] = True True OpenScenGraph Option [ SELECTED ] = ALL ALL OpenScenGraph Option [ INDENT ] = 3 3 OpenScenGraph Option [ FLOATPRE ] = 4 4 OpenScenGraph Option [ ANIMFPS ] = 25 25.0 OpenScenGraph Option [ FILENAME ] = /tmp/5-abril/mr3.osg /tmp/5-abril/mr3.osg {'INDENT': 3, 'LOG': True, 'AUTHOR': '', 'SELECTED': 'ALL', 'ANIMFPS': 25.0, 'FLOATPRE': 4, 'FILENAME': '/tmp/5-abril/mr3.osg'} FILENAME:'mr3' mr3 osg: processing Armature Armature Traceback (most recent call last): File "/tmp/blenderSVN/build/bin/2.57/scripts/addons/osgExport.py", line 151, in execute OpenSceneGraphExport(config) File "/tmp/blenderSVN/build/bin/2.57/scripts/addons/osgExport.py", line 55, in OpenSceneGraphExport export.process() File "/tmp/osgexport/blenderExporter/osg/osgdata.py", line 444, in process self.exportItemAndChildren(obj) File "/tmp/osgexport/blenderExporter/osg/osgdata.py", line 246, in exportItemAndChildren item = self.exportChildrenRecursively(obj, None, None) File "/tmp/osgexport/blenderExporter/osg/osgdata.py", line 288, in exportChildrenRecursively item = self.createSkeletonAndAnimations(obj) File "/tmp/osgexport/blenderExporter/osg/osgdata.py", line 406, in createSkeletonAndAnimations for nla_track in obj.animation_data.nla_tracks: AttributeError: 'NoneType' object has no attribute 'nla_tracks' location::-1 location::-1 Regards, -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi Alberto, The script is for using within blender. Copy the files from the blenderExporter directory to your blender scripts folder. I'm on linux so my folder is at: ~/.blender/2.57/scripts/addons/ Then when you open blender you will need to enable the script. * Open the User Preferences window (Ctrl + Alt + U) * Click on the Addons tab * Type osg in the search box * Check the checkbox next to the "Import-Export: Export OSG format (.osg)" entry to enable the plugin. * Click "Save as default" to save the changes permanently. Now the File -> Export menu will have an additional entry - "OSG Model (.osg)" which will run the script. Hope this helps - Damyon -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39854#39854 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi, what is the usage of the script? I guess it is not run from Blender, because of the commented out line importing the osggui module. I have tried to do the same as the 2.4x exporter from the command line, ${blender_exec} -b ${model} -P ${path_to_osgexport.py} --osg="filename=name.osg" but it seems the script gets its arguments duplicated, and later I get some errors that could be related to this issue. Thanks, -- Alberto ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi Serge, Thanks for reporting the problems and providing the model. Here is an updated script that properly excludes the animation update call if the mesh doesn't have NLA tracks. It also fixes the problem with the only selected checkbox. Seems to export and look just like the blender version. Amigoface - this should make your runway model export a lot better too - I don't have the model on this computer so I can't test it right now. Cheers, Damyon -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39816#39816 osgexport_no_mercurial_20100527_r5.tar.gz Description: GNU Zip compressed data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi serges , i just want to know the what is the status of the magrathea engine project -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39777#39777 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi damyon ! really appreciate ! testing ... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39772#39772 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
I just spotted another bug with dupli groups so here is a new version. Cheers, Damyon -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39771#39771 osgexport-no-mercurial-20100526-r4.tar.gz Description: GNU Zip compressed data ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi amigoface, Thanks for providing the model - I have updated the script and it works for this sample now. If you hit any more bugs let me know. I dropped the test and data folder from this tar file because they haven't changed and they are a couple of mb each. Cheers, Damyon -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39767#39767 Attachments: http://forum.openscenegraph.org//files/osgexport_no_mercurial_20100526_r3tar_166.gz ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Thanks a lot . testing -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39660#39660 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
I have been plugging away at this script and have a much better version now. See attached. It works well for my simple tests - but I don't have many example models to try. Animations are supported as well as textures (either image or generated). It does not support animated materials like the old script does (mainly because I don't know how to create them in blender). If you have problems and want to report a bug - including the model will be a big help. I would still class this script as unstable - mainly because I haven't done too much testing - but if you have problems I'm willing to try and fix them. Cheers, Damyon -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39657#39657 Attachments: http://forum.openscenegraph.org//files/osgexport_no_mercurial_20100515_r2tar_145.gz ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
ok , keep us updated -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39529#39529 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Yep - it's not real stable right now. But I got the unit tests up and running on my copy now - (1 out of 5 passes) so I'll work on fixing them and post a new version. I also noticed when it's run from blender it saves the file to Scene.osg in the current directory regardless of the file you tell it. You may have seen that and thought you got no output with the default cube. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39467#39467 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
sorry but it doesn't work :( even with the simple default blender cube no file is exported !!! and for more complex objects i got a crash -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39451#39451 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
thanks !!! testing ... -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39417#39417 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
OK - no problem - here is the current version with animations not working. I'm still looking at the animations - I'll post an update here when thats done. Cheers, Damyon -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39413#39413 Attachments: http://forum.openscenegraph.org//files/osgexport_no_mercurialtar_158.gz ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi, Even if animation does not work yet, if it exports models it's something useful for a lot of people. I suggest we merge your current work then It will be possible to improve animation part. Cedric On Sun, 2011-05-15 at 17:26 +0200, issam boughanmi wrote: > Hi damyon , > > can you post this unfinished exporter for 2.57 ? > > can we use it if we have only static models ? > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=39380#39380 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- 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 signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi damyon , can you post this unfinished exporter for 2.57 ? can we use it if we have only static models ? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39380#39380 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
I am working on a new version of the exporter - it works for static meshes, but not animations yet. It does support vertex colors, materials and textures. I'll post it as soon as I have fixed the animation problem. The animations are exported from the list of nla tracks - but they don't work yet. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39379#39379 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
any news on the 2.57 blender exporter ? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39378#39378 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
I have been testing a few more advanced models and have found some problems with the updated script - I'll take a look at it and see if I can fix it in the next few days. I'll post any updates to this thread. Cheers, Damyon -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39147#39147 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi All, I have updated Cedrics export plugin for blender 2.57 and sent him the patch. In the mean time here is my modified version of his script (seems to work for me). Cheers, Damyon -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39133#39133 Attachments: http://forum.openscenegraph.org//files/osgexport_blender_257tar_103.gz ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi, Ok, no prob. Fyi: I used 2.49b and the model exported ok. cheers, have fun Raymond On 5/7/2011 11:39 AM, Martin Scheffler wrote: Reedev: I used the 2.57 plugin tghat damyon posted. Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39140#39140 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Reedev: I used the 2.57 plugin tghat damyon posted. Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39140#39140 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi Martin, I believe that you can use the blender osg exporter only up until version 2.49b, i.e. 2.5 and higher cannot be used. Also, take into account (I got that info from Cedric) that the model needs to have up-to-date materials. The older materials are not exported. good luck Raymond On 5/7/2011 10:36 AM, Martin Scheffler wrote: I tried exporting this model: http://www.blendswap.com/3D-models/weapons/a-104-cold-fusion-assault-rifle/ And got errors: Code: osg: WARNING Camera CAMERA not exported osg: exporting mesh Circle.805 osg: mesh Circle.805 with material osg: vertexes 8 osg: faces 2 osg: uvs channels 1 - dict_keys(['UVTex']) osg: -- osg: mesh Circle.805 with material Traceback (most recent call last): File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osgExport.py", line 95, in execute OpenSceneGraphExport(config) File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osgExport.py", line 65, in OpenSceneGraphExport export.process() File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osg\osgdata.py", line 422, in process self.exportItemAndChildren(obj) File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osg\osgdata.py", line 238, in exportItemAndChildren item = self.exportChildrenRecursively(obj, None, None) File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osg\osgdata.py", line 289, in exportChildrenRecursively objectItem = self.createMesh(obj) File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osg\osgdata.py", line 515, in createMesh sources_geometries = converter.convert() File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osg\osgdata.py", line 1023, in convert list = self.process(self.mesh) File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osg\osgdata.py", line 1013, in process geom = self.createGeomForMaterialIndex(material_index, mesh) File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osg\osgdata.py", line 756, in createGeomForMaterialIndex log("object %s has no faces for sub material slot %s" % (self.object.getName (), str(material_index))) AttributeError: 'Object' object has no attribute 'getName' -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39137#39137 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
I commented out that line and blender seems to end up in an endless loop. When I cancel the script with ctrl-c the stack trace ends up in osg\osgdata.py, line 701, in equalVertices. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39138#39138 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
I tried exporting this model: http://www.blendswap.com/3D-models/weapons/a-104-cold-fusion-assault-rifle/ And got errors: Code: osg: WARNING Camera CAMERA not exported osg: exporting mesh Circle.805 osg: mesh Circle.805 with material osg: vertexes 8 osg: faces 2 osg: uvs channels 1 - dict_keys(['UVTex']) osg: -- osg: mesh Circle.805 with material Traceback (most recent call last): File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osgExport.py", line 95, in execute OpenSceneGraphExport(config) File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osgExport.py", line 65, in OpenSceneGraphExport export.process() File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osg\osgdata.py", line 422, in process self.exportItemAndChildren(obj) File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osg\osgdata.py", line 238, in exportItemAndChildren item = self.exportChildrenRecursively(obj, None, None) File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osg\osgdata.py", line 289, in exportChildrenRecursively objectItem = self.createMesh(obj) File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osg\osgdata.py", line 515, in createMesh sources_geometries = converter.convert() File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osg\osgdata.py", line 1023, in convert list = self.process(self.mesh) File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osg\osgdata.py", line 1013, in process geom = self.createGeomForMaterialIndex(material_index, mesh) File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osg\osgdata.py", line 756, in createGeomForMaterialIndex log("object %s has no faces for sub material slot %s" % (self.object.getName (), str(material_index))) AttributeError: 'Object' object has no attribute 'getName' -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39137#39137 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Awesome! Got it installed, will have to explore the features later. Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39135#39135 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi, osgexport work with blender 2.49. The api of blender 2.5+ has changed a lot and the current osgexport does not support it. Cedric On Fri, 2011-04-29 at 20:38 +0200, Martin Scheffler wrote: > Hi, > > I just tried installing the plugin. Which blender version is supported? I > tried the current (2.57) and after adding the new bl_info stuff I could start > the script but got script errors: > > [code] > Error initializing quicktime > found bundled python: C:\PROGRA~1\BLENDE~1\Blender\2.57\python > uiItemFullO: unknown operator 'export.osg' > C:\Users\martin\AppData\Roaming\Blender > Foundation\Blender\2.57\scripts\addons\o > sgExport.py:98 > Traceback (most recent call last): > File "C:\Users\martin\AppData\Roaming\Blender > Foundation\Blender\2.57\scripts\ > modules\bpy_types.py", line 689, in draw_ls > func(self, context) > File "C:\Users\martin\AppData\Roaming\Blender > Foundation\Blender\2.57\scripts\ > addons\osgExport.py", line 98, in menu_func > self.layout.operator(ExportOsg.bl_idname, text="OpenScenegraph > (.osg)...").f > ilepath = default_path > AttributeError: 'NoneType' object has no attribute 'filepath' > uiItemFullO: unknown operator 'export.osg' > C:\Users\martin\AppData\Roaming\Blender > Foundation\Blender\2.57\scripts\addons\o > sgExport.py:98 > Traceback (most recent call last): > File "C:\Users\martin\AppData\Roaming\Blender > Foundation\Blender\2.57\scripts\ > modules\bpy_types.py", line 689, in draw_ls > func(self, context) > File "C:\Users\martin\AppData\Roaming\Blender > Foundation\Blender\2.57\scripts\ > addons\osgExport.py", line 98, in menu_func > self.layout.operator(ExportOsg.bl_idname, text="OpenScenegraph > (.osg)...").f > ilepath = default_path > AttributeError: 'NoneType' object has no attribute 'filepath' > [/code] > > Thank you! > > Cheers, > Martin > > -- > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=38890#38890 > > > > > > ___ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- 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 signature.asc Description: This is a digitally signed message part ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
Hi, I just tried installing the plugin. Which blender version is supported? I tried the current (2.57) and after adding the new bl_info stuff I could start the script but got script errors: [code] Error initializing quicktime found bundled python: C:\PROGRA~1\BLENDE~1\Blender\2.57\python uiItemFullO: unknown operator 'export.osg' C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\addons\o sgExport.py:98 Traceback (most recent call last): File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ modules\bpy_types.py", line 689, in draw_ls func(self, context) File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osgExport.py", line 98, in menu_func self.layout.operator(ExportOsg.bl_idname, text="OpenScenegraph (.osg)...").f ilepath = default_path AttributeError: 'NoneType' object has no attribute 'filepath' uiItemFullO: unknown operator 'export.osg' C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\addons\o sgExport.py:98 Traceback (most recent call last): File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ modules\bpy_types.py", line 689, in draw_ls func(self, context) File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\ addons\osgExport.py", line 98, in menu_func self.layout.operator(ExportOsg.bl_idname, text="OpenScenegraph (.osg)...").f ilepath = default_path AttributeError: 'NoneType' object has no attribute 'filepath' [/code] Thank you! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38890#38890 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgexport for blender?
Hi Matin, I'm sorry, a fix to my previous post http://hg.plopbyte.net/osgexport-blender-2.5/file/61a19ced0959 is 2.5 version of script, but still it would seem better to discuss with Blender scripters where to put links etc. Regards Sergey On Sat, Apr 16, 2011 at 4:17 PM, Sergey Kurdakov wrote: > Hi Martin, > > I would offer you to discuss the script here > http://blenderartists.org/forum/forumdisplay.php?11-Python-amp-Plugins > it might be also good idea to port it to 2.57 which is now stable official > release of Blender and include with next release 2.58. > > Regards > Sergey > > > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgexport for blender?
Hi Martin, I would offer you to discuss the script here http://blenderartists.org/forum/forumdisplay.php?11-Python-amp-Plugins it might be also good idea to port it to 2.57 which is now stable official release of Blender and include with next release 2.58. Regards Sergey On Sat, Apr 16, 2011 at 10:27 AM, Martin Scheffler wrote: > never mind, I found it here: > http://hg.plopbyte.net/osgexport/file/e28389f02799/blenderExporter > Maybe the project maintainer should add a link from blender.org to there? > > ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgexport for blender?
never mind, I found it here: http://hg.plopbyte.net/osgexport/file/e28389f02799/blenderExporter Maybe the project maintainer should add a link from blender.org to there? -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38518#38518 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgexport for blender?
Hi all, I can't download osgExport for blender from http://projects.blender.org/frs/?group_id=19 Does anyone have a working link, or can you simply post the file to the list? Thanks a lot! Cheers, Martin -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=38517#38517 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org