Re: [osg-users] maya plugin, anyone interested?

2009-07-23 Thread Jordi Torres
Hi Rabbi,

I tested rbReader with success in Mac osX. I'll try to get time to test
exporter today with my own maya files. Good job!
Cheers, Jordi.


2009/7/22 Jordi Torres 

> Hi Rabbi,
> Good news! I will give it a try this afternoon.
>
> Cheers,
> Jordi
>
> 2009/7/21 Rabbi Robinson 
>
> Hi,
>>
>> Hi, I have prepared a tar ball for this exporter. Its located at
>> http://vrac.iastate.edu/~freeman/Rocky_maya.tar
>>
>> There is some detailed documentations. But basically you will need to use
>> CMake to build it.
>>
>> All testers are welcome and please post your comments here on OSG forum.
>>
>> Thank you!
>>
>> Cheers,
>> Rabbi
>>
>> --
>> Read this topic online here:
>> http://forum.openscenegraph.org/viewtopic.php?p=15190#15190
>>
>>
>>
>>
>>
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>>
>
>
>
> --
> Jordi Torres Fabra
>
> Instituto de Automática e Informática Industrial
> http://www.ai2.upv.es
>



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Re: [osg-users] maya plugin, anyone interested?

2009-07-22 Thread Jordi Torres
Hi Rabbi,
Good news! I will give it a try this afternoon.

Cheers,
Jordi

2009/7/21 Rabbi Robinson 

> Hi,
>
> Hi, I have prepared a tar ball for this exporter. Its located at
> http://vrac.iastate.edu/~freeman/Rocky_maya.tar
>
> There is some detailed documentations. But basically you will need to use
> CMake to build it.
>
> All testers are welcome and please post your comments here on OSG forum.
>
> Thank you!
>
> Cheers,
> Rabbi
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=15190#15190
>
>
>
>
>
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>



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http://www.ai2.upv.es
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Re: [osg-users] maya plugin, anyone interested?

2009-07-21 Thread Rabbi Robinson
Hi,

Hi, I have prepared a tar ball for this exporter. Its located at 
http://vrac.iastate.edu/~freeman/Rocky_maya.tar

There is some detailed documentations. But basically you will need to use CMake 
to build it. 

All testers are welcome and please post your comments here on OSG forum.

Thank you!

Cheers,
Rabbi

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Re: [osg-users] maya plugin, anyone interested?

2009-06-28 Thread Robert Osfield
Hi Rabbi,

On Sat, Jun 27, 2009 at 2:45 PM, Rabbi Robinson wrote:
> Ok, I will give it a try and see how it works. Can .osg contain callbacks? 
> They are needed in animation.

Yes .osg format supports callbacks, but you do need to provide the
implementation of the reading/writing of the callback.  Have a look at
src/osgPlugins/osg/AnimationPath.cpp for example code.

Robert.
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Re: [osg-users] maya plugin, anyone interested?

2009-06-27 Thread Jordi Torres
Hi rabbi,

Very interesting project!  I will test it for sure! Call for testing when
you considere appropiate.

Regards,
Jordi.

2009/6/27 Rabbi Robinson 

> Hi,
>
> Ok, I will give it a try and see how it works. Can .osg contain callbacks?
> They are needed in animation.
>
> Thank you!
>
> Cheers,
> Rabbi
>
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=14615#14615
>
>
>
>
>
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Re: [osg-users] maya plugin, anyone interested?

2009-06-27 Thread Rabbi Robinson
Hi,

Ok, I will give it a try and see how it works. Can .osg contain callbacks? They 
are needed in animation.

Thank you!

Cheers,
Rabbi

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Re: [osg-users] maya plugin, anyone interested?

2009-06-26 Thread Robert Osfield
HI Rabbi,

On Fri, Jun 26, 2009 at 6:34 PM, Rabbi Robinson wrote:
> I don't know how introspection works in OSG. If I create a new class in 
> Maya's exporter and pack it into .ive file. Can it be read correctly in OSG?

I'm afraid the .ive format isn't extensible in the same way that the
.osg format is.

Bryan's suggestion of using the .osga Archive format or .zip and an
.osg file would be the best bet for an extensible data exchange.

Robert.
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Re: [osg-users] maya plugin, anyone interested?

2009-06-26 Thread Thrall, Bryan
Rabbi Robinson wrote on Friday, June 26, 2009 12:34 PM:
> I should probably have used .ive file. I didn't consider such
possibility ver
> carefully when I started. There is an other fellow doing exactly that
for
> OpenSG, except for OpenSG use XML file format which I think is really
> cumbersome.   
> 
> One reason for the intermediate binary format is that it embeds
texture files
> as opposed to a reference to the files. For our team, we have all the
artists
> doing their modeling job on separate computers and it's just easier
for us to
> pack the whole scene into just one file and send to the programmers.
And it
> seems maya support sound for animation, so the sound would be saved in
the
> intermediate file format too. 
> 
> I don't know how introspection works in OSG. If I create a new class
in
> Maya's exporter and pack it into .ive file. Can it be read correctly
in OSG? 

Perhaps the osga or zip plugin could help with keeping all the files
together?

-- 
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FlightSafety International
bryan.thr...@flightsafety.com
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Re: [osg-users] maya plugin, anyone interested?

2009-06-26 Thread Rabbi Robinson
Hi,

I should probably have used .ive file. I didn't consider such possibility ver 
carefully when I started. There is an other fellow doing exactly that for 
OpenSG, except for OpenSG use XML file format which I think is really 
cumbersome.  

One reason for the intermediate binary format is that it embeds texture files 
as opposed to a reference to the files. For our team, we have all the artists 
doing their modeling job on separate computers and it's just easier for us to 
pack the whole scene into just one file and send to the programmers. And it 
seems maya support sound for animation, so the sound would be saved in the 
intermediate file format too. 

I don't know how introspection works in OSG. If I create a new class in Maya's 
exporter and pack it into .ive file. Can it be read correctly in OSG?

Thank you!

Cheers,
Rabbi

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Re: [osg-users] maya plugin, anyone interested?

2009-06-26 Thread Jean-Sébastien Guay

Hi Rabbi,

We are currently developing a plugin for Maya. So far it supports basic geometry, texture, bump map, lod, instancing and animation, including keyframe animation and character/skeleton animation. Particle system will be added soon. 


Nice, we'd definitely be interested as now our pipeline goes from Maya 
to Creator to OSG so if we can eliminate one step it would streamline 
our process.


This implementation is publicly funded so it doesn't have problem of being opensource. Current implementation consists of two parts. Part one is a Maya plugin which export Maya data into a intermediate binary format (images files for texture are embedded in the intermediate format). Part two is a reader to be written as an OSG plugin for the intermediate binary format in OSG. 


I'm curious, why don't you just make your Maya plugin link with the OSG 
libraries, build your Maya scene's structure in an OSG scene graph and 
then save that as a .osg or .ive file? Why invent an intermediate binary 
format and have to make an OSG plugin to load that format?


I know everyone is using COLLADA so I just wonder if anyone would be interested. 


Not everyone :-)

We don't use it because the plugin doesn't support animation and it's 
kind of a moving target (and also because of the dependencies).


J-S
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[osg-users] maya plugin, anyone interested?

2009-06-26 Thread Rabbi Robinson
Hi,

We are currently developing a plugin for Maya. So far it supports basic 
geometry, texture, bump map, lod, instancing and animation, including keyframe 
animation and character/skeleton animation. Particle system will be added soon. 

This implementation is publicly funded so it doesn't have problem of being 
opensource. Current implementation consists of two parts. Part one is a Maya 
plugin which export Maya data into a intermediate binary format (images files 
for texture are embedded in the intermediate format). Part two is a reader to 
be written as an OSG plugin for the intermediate binary format in OSG. 

I know everyone is using COLLADA so I just wonder if anyone would be 
interested. 

Thank you!

Cheers,
Rabbi

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