Re: [osg-users] Reliable OpenSceneGraph asset import pipeline for animated skeletal models

2011-07-06 Thread Chris 'Xenon' Hanson
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
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Re: [osg-users] Reliable OpenSceneGraph asset import pipeline for animated skeletal models

2011-07-06 Thread Garthy Dee

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.

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=41220#41220





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Re: [osg-users] Reliable OpenSceneGraph asset import pipeline for animated skeletal models

2011-07-05 Thread Chris 'Xenon' Hanson
  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
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Re: [osg-users] Reliable OpenSceneGraph asset import pipeline for animated skeletal models

2011-07-05 Thread Garthy Dee
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





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