osgexport | Blender exporter for OpenSceneGraph | Addon library
kandi X-RAY | osgexport Summary
kandi X-RAY | osgexport Summary
Blender exporter for OpenSceneGraph
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Top functions reviewed by kandi - BETA
- Write contents to a file
- Close the log file
- Return the full path with the given extension
- Logs a message
- Processes the selected objects
- Create the log file
- Return True if file is valid
- Execute the configuration
- Export a scene graph
- Write the object to a file
- Writes this Reference to the given output
- Serialize the namespace to the given output
- Serializes the object
- Write the influence to the given output
- Serializes the state attribute to the given output
- Serialize the state attribute to the given output
- Export an OpenSceneGraph object
- Serialize the object to the given output
- Serialize the node
- Serializes the object to the given output
- Serialize this node to the given output
- Serialize this node
- Write the object to the given output
- Serializes the node to the given output
- Writes the class to the given output
- Write the array to the given output
osgexport Key Features
osgexport Examples and Code Snippets
$ BlenderExporter="/path-to-osgexport/blender-2.5/exporter" \
blender -b "input.blend" \
-P "${BlenderExporter}/osg/__init__.py" \
-- --output="output.osgt" \
[--apply-modifiers] [--enable-animation] [--json-materials] [--enable-anim
mkdir tests && cd tests
cmake ../ -DBLENDER:FILEPATH="/my/path/to/blender" -DTEST=ON
make # runs test building osgt files for models in blender-2.xx/data/
make test # runs python test located in blender-2.xx/test/
Community Discussions
Trending Discussions on osgexport
QUESTION
Blender Version 2.79
OSG Version: 3.4.0-9
Operating System: Fedora
I have been using Blender's export utility to export obj files and then using osgconv to convert them to osg files. The files are then imported and rendered into a scene that looks like: Image of the working scene before using the export tool
Today I installed osgexport by Cedric Pinson ( Github page: https://github.com/cedricpinson/osgexport ) to directly export from Blender to osgt files. I get the following results when I import those files and render them. Image of the scene where everything goes dark and the lighting is wierd
Additional Details:
- The code is set to follow the human character. The rest of the scene is static.
- When I use the old human model I get the working effect, but the whole purpose of using the converter is to be able to export its animations.
Any ideas? I saw the effect and I don't really even know where to start. The only difference is the outputted file from the converter. Everything else is the same. Also, if there is a newer/better way to export blender files into files that OSG can read, then I'm open to any and all suggestions.
Thank you in advance,
...ANSWER
Answered 2017-Dec-21 at 20:10For what it's worth, the OSG forum/mailing list is usually pretty good about answering questions, and I believe I've seen Cedric's name there regularly, along with all the main contributors: http://forum.openscenegraph.org/
New users usually have to have their questions go through moderation, to cut down on spam, so just have some patience.
On this specific question, I have 3 suggestions:
Convert both files to osgt and run a diff. Ignore any numerical differences, look for things like node arrangement, material types, etc.
Try opening your exported model in osgviewer, just to see how the default settings display it. You can also easily play with things like backfaces, lighting settings, clipping planes, before dropping it into your application - press h to see all the run-time options.
Instantiate your light with all 3 types of lighting enabled. Particularly, I have found some models depend heavily on specular lighting, but some of the examples don't turn it on. Of course, if you use the full-white values shown here, you may oversaturate, but this is for an example:
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