Thanks Andreas!
Yes, I went through DAE and imported each tile individually, which worked.
In Blender I needed somehow still to move some tiles in X-Axis and Y-Axis
to make them fit to each other. MeshLab did this automatically.
Another option was for me using MeshLab, which surprisingly also
Hi Thomas,
Unfortunately, the FBX plugin doesn't seem to handle LODs at all. That
would be a welcome addition and if I just had the time I would gladly
look into it.
The Collada (DAE) plugin supports it however, and you should be able to
import DAE into Blender. I know that building the
Thanks Robert!
I will try to find out more about pre-processing of OSG. In case you have a
good starting point for me, where to find information about it, let me know!
On Wednesday, September 30, 2020 at 6:21:33 PM UTC+2 OpenSceneGraph Users
wrote:
> On Wed, 30 Sep 2020 at 16:10,
On Wed, 30 Sep 2020 at 16:10, OpenSceneGraph Users <
osg-users@lists.openscenegraph.org> wrote:
> I tried FBX already, but didn't manage it to get it running. I think the
> main issue is the levels of details used for OSGB and how I can "access3
> them to be used for the conversion. If someone
Thanks Robert!
I tried FBX already, but didn't manage it to get it running. I think the
main issue is the levels of details used for OSGB and how I can "access3
them to be used for the conversion. If someone has an idea how to do it,
let me know.
At the moment I'm busy with work at my office,
Hi Thomas,
I had others might provide some guidance as I don't have any experience
with Blender to share. The best I can do is provide general tips.
The OSG file format contains all state and internal nodes of a feature rich
scene graph, and the structure of the scene graph can be a deep
Hello,
I hope I can ask my questions here in this forum. If misplaced - sorry. Let
me know if and where I can place them, if not here.
I tied to run the osgconv.exe with different parameters on a model I
created with MATCH-3DX (see screenshot about data structure) to create a
textured OBJ
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