Re: [osg-users] Reliable OpenSceneGraph asset import pipeline for animated skeletal models
Chris 'Xenon' Hanson wrote: > > Well, I believe that both FBX and DAE are currently used in production by > users who keep > them up to date as needed. > Excellent, thanks for that. That's really useful to know. :) > > If there really is a problem tied to the DAE loader, you might discuss it > with its > author(s). > Yes, that's a good idea. I think I should probably narrow it down a bit first before I did that though, in case the fault does not lie with the loader. -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41220#41220 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Reliable OpenSceneGraph asset import pipeline for animated skeletal models
On 7/5/2011 6:31 PM, Garthy Dee wrote: > I'm wondering if it is a reasonable assumption to make that the FBX plugin is > a bit more mature then the others, or better suited to the purpose, with > respect to animated skeletal models? At the very least, I suspect that I'm on > the right track now. :) Well, I believe that both FBX and DAE are currently used in production by users who keep them up to date as needed. If there really is a problem tied to the DAE loader, you might discuss it with its author(s). -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. "There is no Truth. There is only Perception. To Perceive is to Exist." - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Reliable OpenSceneGraph asset import pipeline for animated skeletal models
Thanks for the fast reply and the suggestions. :) I've actually got an update to my original post with respect to FBX, but I wasn't quite fast enough in posting it- the forum topic was enabled at 1am this morning my time (cursed timezone differences!), and I couldn't post a follow-up until it was enabled. Anyway, I just gave DAE another shot, and the behaviour differs from the scenario I described above- it actually crashes the viewer on load under Windows, as opposed to loading and crashing on button press. It turns out that I had also inadvertently skipped it under Linux (argh, my mistake). I think this came about as I'd tried Windows first, and under Linux I just ran the various formats through one after the other, skipping the ones that didn't load. As the DAE plugin hadn't built on the Linux side, I skipped it. I also noticed an error message in the log (Windows) when loading it under Windows ("ChooseMatchingPixelFOrmat()- Unable to choose the requested pixel format") that might have contributed. It might be worth my digging into the DAE plugin a bit more based on this. Thankyou for the suggestion. :) Re FBX, this one turned out to be quite interesting. :) Originally, I hadn't tried it (not part of the default build), but on a recommendation, I had a look at it specifically. I took the time to get it to build correctly (Windows), and used it. With this plugin, it was possible load a test animated model correctly with osganimationviewer, and I could browse through the resultant animations. I could also convert the model with osgconv to osg format and load the result. This is using OSG 3.0.0. So, success, so far! :) I'm wondering if it is a reasonable assumption to make that the FBX plugin is a bit more mature then the others, or better suited to the purpose, with respect to animated skeletal models? At the very least, I suspect that I'm on the right track now. :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41177#41177 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Reliable OpenSceneGraph asset import pipeline for animated skeletal models
I've seen the best luck (originating in Lightwave 3D) with the FBX or COLLADA file formats. Did you build and try those? They can be tricky to build. -- Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com http://www.alphapixel.com/ Digital Imaging. OpenGL. Scene Graphs. GIS. GPS. Training. Consulting. Contracting. "There is no Truth. There is only Perception. To Perceive is to Exist." - Xen ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Reliable OpenSceneGraph asset import pipeline for animated skeletal models
Hi! :) Due to some recent positive experiences working on a visualisation tool that indirectly (via Delta3D) used OpenSceneGraph, I am investigating the viability of integrating OpenSceneGraph into another project in place of an existing rendering engine. One major difference between the projects is that the one I am looking at it now is *heavily* reliant on animated skeletal models (the other project just used static models), and potentially being the most difficult problem to solve, I am looking at tackling this problem first. Experimenting with osganimationviewer with "nathan.osg" on Linux and Windows with both OSG 3.0.0 and 2.8.5 suggests that it is indeed possible to do what I am after (load models with pre-existing animations and blend multiple animations together easily), and by going through that example I can probably figure out what I need to do to get it working on the OSG side. What I am unsure about is the most reliable way is to load pre-existing animated skeletal models into an OSG-based program. Using UltimateUnwrap3D (a commercial texture mapping tool with a set of well-written import/export plugins), I can export to a number of formats that OSG supports, and attempt to load them up with osganimationviewer. Note that UU3D does not presently export osg, ive, or OpenFlight models, so I can't use that. I am using a set of purchased models that come in a variety of formats, including UU3D. Unfortunately, for every format and model I have tried, in both OSG 3.0.0 and 2.8.5, whilst osganimationviewer is capable of loading the exported model (with varying degrees of success), problems occur when you hit the next animation button. On Linux, it stops and drops core with a floating point error; on Windows (via VirtualBox), it just hangs. Basically, I can (generally) load models and view them, but I've never been able to play animations. Now my OSG 2.8.5 and 3.0.0 builds were fairly minimal, so not all of the plugins were built. I have a reasonable set of models to draw from, and there are countless export options for UU3D. Unfortunately, the search space for finding a working solution is gigantic, so I'm looking to narrow it down a bit. Based on the present state of OpenSceneGraph, its animation support, and loaders, is there a particular path that is reasonably well supported, known to work, and *should* work (in an ideal world), that I could concentrate on first? Which loaders are considered the most mature and reliable with respect to animations? Which formats are most suitable for use with OSG-based programs? Should I be using something apart from osganimationviewer to test? Should I be converting to osg/ive format first- and how? Would I best be starting off with the recent 3.0.0 release (congrats btw!), or stick with 2.8.5? Advice, suggestions, and stories of working pipelines most welcomed and appreciated. :) PS. I'm hoping I've posted this to the right place. This is my first post to the OSG forums, please be gentle. :) -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=41121#41121 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org