Re: [osg-users] osgexport for blender?

2012-01-23 Thread Alberto Luaces
"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.

-- 
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Re: [osg-users] osgexport for blender?

2012-01-20 Thread Maia Randria
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

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Re: [osg-users] osgexport for blender?

2012-01-20 Thread Maia Randria
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

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Re: [osg-users] osgexport for blender?

2012-01-20 Thread Alberto Luaces
"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.

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Re: [osg-users] osgexport for blender?

2012-01-19 Thread Cedric Pinson
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
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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
> 
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Re: [osg-users] osgexport for blender?

2012-01-18 Thread Maia Randria
Hi Cedric,

I found on https://github.com/cedricpinson/osgexport/pull/4

a new commit.

Is the animation included now and working ?

Maia

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Re: [osg-users] osgexport for blender?

2011-12-07 Thread Maia Randria
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
> > > > > 
> > > > > 
> > > > > 
> > > > > 
> > > > > 
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Re: [osg-users] osgexport for blender?

2011-12-07 Thread Cedric Pinson
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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
 
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Re: [osg-users] osgexport for blender?

2011-12-06 Thread Maia Randria
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
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> > 
> > 
> > 
> - -- 
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> +33 659 598 614 - 
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Re: [osg-users] osgexport for blender?

2011-12-01 Thread Cedric Pinson
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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
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> 
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Re: [osg-users] osgexport for blender?

2011-12-01 Thread Maia Randria
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

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Re: [osg-users] osgexport for blender?

2011-12-01 Thread Cedric Pinson
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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...
> 
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Re: [osg-users] osgexport for blender?

2011-11-30 Thread Cedric Pinson
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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
> 
> 
> 
> 
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Re: [osg-users] osgexport for blender?

2011-11-30 Thread Maia Randria
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

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Re: [osg-users] osgexport for blender?

2011-11-29 Thread Cedric Pinson
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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?

2011-11-29 Thread Maia Randria
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?

2011-11-26 Thread Cedric Pinson
-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
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Re: [osg-users] osgexport for blender?

2011-11-25 Thread Maia Randria
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


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Re: [osg-users] osgexport for blender?

2011-09-25 Thread Jeremy Moles
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
> 


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Re: [osg-users] osgexport for blender?

2011-09-25 Thread Cedric Pinson
-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
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Re: [osg-users] osgexport for blender?

2011-09-24 Thread Damyon Wiese
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

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Re: [osg-users] osgexport for blender?

2011-09-23 Thread Jeremy Moles
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. :)


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Re: [osg-users] osgexport for blender?

2011-09-23 Thread Alberto Luaces
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

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Re: [osg-users] osgexport for blender?

2011-09-23 Thread Jeremy Moles
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...


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Re: [osg-users] osgexport for blender?

2011-09-23 Thread Alberto Luaces
"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.

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Re: [osg-users] osgexport for blender?

2011-09-23 Thread Benjamin Gehmlich
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

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Re: [osg-users] osgexport for blender?

2011-09-23 Thread Alberto Luaces
"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 .

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Re: [osg-users] osgexport for blender?

2011-09-23 Thread Benjamin Gehmlich
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

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Re: [osg-users] osgexport for blender?

2011-06-19 Thread Damyon Wiese
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

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Re: [osg-users] osgexport for blender?

2011-06-19 Thread issam boughanmi
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

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Re: [osg-users] osgexport for blender?

2011-05-30 Thread Serge Lages
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.
>
> --
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Re: [osg-users] osgexport for blender?

2011-05-30 Thread Alberto Luaces
"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.

-- 
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Re: [osg-users] osgexport for blender?

2011-05-29 Thread Damyon Wiese
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

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Re: [osg-users] osgexport for blender?

2011-05-29 Thread issam boughanmi
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)

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Re: [osg-users] osgexport for blender?

2011-05-29 Thread issam boughanmi

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

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Re: [osg-users] osgexport for blender?

2011-05-29 Thread Damyon Wiese
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

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Re: [osg-users] osgexport for blender?

2011-05-29 Thread aaron wetzler
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

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Re: [osg-users] osgexport for blender?

2011-05-29 Thread Damyon Wiese
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

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Re: [osg-users] osgexport for blender?

2011-05-29 Thread aaron wetzler

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!

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Re: [osg-users] osgexport for blender?

2011-05-27 Thread Damyon Wiese
Hi Alberto,

Here is an updated script that should fix this crash.

Cheers,
Damyon

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Re: [osg-users] osgexport for blender?

2011-05-27 Thread Alberto Luaces
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

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Re: [osg-users] osgexport for blender?

2011-05-27 Thread Damyon Wiese
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

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Re: [osg-users] osgexport for blender?

2011-05-27 Thread Alberto Luaces
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,

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Re: [osg-users] osgexport for blender?

2011-05-26 Thread Damyon Wiese
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

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Re: [osg-users] osgexport for blender?

2011-05-26 Thread issam boughanmi
Hi serges ,

i just want to know the what is the status of the magrathea engine project

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Re: [osg-users] osgexport for blender?

2011-05-26 Thread issam boughanmi
Hi damyon !

really appreciate !



testing ...

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Re: [osg-users] osgexport for blender?

2011-05-26 Thread Damyon Wiese
I just spotted another bug with dupli groups so here is a new version.

Cheers, Damyon

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Re: [osg-users] osgexport for blender?

2011-05-26 Thread Damyon Wiese
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

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Re: [osg-users] osgexport for blender?

2011-05-24 Thread issam boughanmi
Thanks a lot .



testing 

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Re: [osg-users] osgexport for blender?

2011-05-24 Thread Damyon Wiese
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,
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Re: [osg-users] osgexport for blender?

2011-05-19 Thread issam boughanmi
ok , keep us updated

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Re: [osg-users] osgexport for blender?

2011-05-17 Thread Damyon Wiese
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.

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Re: [osg-users] osgexport for blender?

2011-05-17 Thread issam boughanmi
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

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Re: [osg-users] osgexport for blender?

2011-05-16 Thread issam boughanmi
thanks !!!


testing ...

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Re: [osg-users] osgexport for blender?

2011-05-16 Thread Damyon Wiese
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

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Re: [osg-users] osgexport for blender?

2011-05-15 Thread Cedric Pinson
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 ?
> 
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Re: [osg-users] osgexport for blender?

2011-05-15 Thread issam boughanmi
Hi damyon ,

can you post this unfinished exporter for 2.57 ?

can we use it if we have only static models ?

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Re: [osg-users] osgexport for blender?

2011-05-15 Thread Damyon Wiese
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.

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Re: [osg-users] osgexport for blender?

2011-05-15 Thread issam boughanmi
any news on the 2.57 blender exporter ?

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Re: [osg-users] osgexport for blender?

2011-05-07 Thread Damyon Wiese
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

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Re: [osg-users] osgexport for blender?

2011-05-07 Thread Damyon Wiese
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

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Re: [osg-users] osgexport for blender?

2011-05-07 Thread Raymond de Vries

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

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Re: [osg-users] osgexport for blender?

2011-05-07 Thread Martin Scheffler
Reedev:
I used the 2.57 plugin tghat damyon posted.

Thank you!

Cheers,
Martin

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Re: [osg-users] osgexport for blender?

2011-05-07 Thread Raymond de Vries

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'




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Re: [osg-users] osgexport for blender?

2011-05-07 Thread Martin Scheffler
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.

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Re: [osg-users] osgexport for blender?

2011-05-07 Thread Martin Scheffler
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'




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Re: [osg-users] osgexport for blender?

2011-05-07 Thread Martin Scheffler
Awesome! Got it installed, will have to explore the features later.

Thank you!

Cheers,
Martin

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Re: [osg-users] osgexport for blender?

2011-04-29 Thread Cedric Pinson
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
> 
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Re: [osg-users] osgexport for blender?

2011-04-29 Thread Martin Scheffler
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

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[osg-users] osgexport for blender?

2011-04-16 Thread Sergey Kurdakov
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
>
>
>
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[osg-users] osgexport for blender?

2011-04-16 Thread Sergey Kurdakov
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?
>
>
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Re: [osg-users] osgexport for blender?

2011-04-15 Thread Martin Scheffler
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?

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[osg-users] osgexport for blender?

2011-04-15 Thread Martin Scheffler
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

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