Re: [osg-users] osgexport for blender?

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Martin Scheffler

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Apr 29, 2011, 2:38:56 PM4/29/11
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Hi,

I just tried installing the plugin. Which blender version is supported? I tried the current (2.57) and after adding the new bl_info stuff I could start the script but got script errors:

[code]
Error initializing quicktime
found bundled python: C:\PROGRA~1\BLENDE~1\Blender\2.57\python
uiItemFullO: unknown operator 'export.osg'
C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\addons\o
sgExport.py:98
Traceback (most recent call last):
File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\
modules\bpy_types.py", line 689, in draw_ls
func(self, context)
File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\
addons\osgExport.py", line 98, in menu_func
self.layout.operator(ExportOsg.bl_idname, text="OpenScenegraph (.osg)...").f
ilepath = default_path
AttributeError: 'NoneType' object has no attribute 'filepath'
uiItemFullO: unknown operator 'export.osg'
C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\addons\o
sgExport.py:98
Traceback (most recent call last):
File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\
modules\bpy_types.py", line 689, in draw_ls
func(self, context)
File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\
addons\osgExport.py", line 98, in menu_func
self.layout.operator(ExportOsg.bl_idname, text="OpenScenegraph (.osg)...").f
ilepath = default_path
AttributeError: 'NoneType' object has no attribute 'filepath'
[/code]

Thank you!

Cheers,
Martin

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Cedric Pinson

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Apr 29, 2011, 2:46:49 PM4/29/11
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Hi,
osgexport work with blender 2.49. The api of blender 2.5+ has changed a
lot and the current osgexport does not support it.

Cedric

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+33 659 598 614 - cedric...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com

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Martin Scheffler

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May 7, 2011, 4:05:09 AM5/7/11
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Awesome! Got it installed, will have to explore the features later.

Thank you!

Cheers,
Martin

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Martin Scheffler

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May 7, 2011, 4:36:51 AM5/7/11
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I tried exporting this model:
http://www.blendswap.com/3D-models/weapons/a-104-cold-fusion-assault-rifle/

And got errors:

Code:

osg: WARNING Camera CAMERA not exported
osg: exporting mesh Circle.805
osg: mesh Circle.805 with material <bpy_struct, Material("screen")>
osg: vertexes 8
osg: faces 2
osg: uvs channels 1 - dict_keys(['UVTex'])
osg: --------------------------------------------------------------
osg: mesh Circle.805 with material <bpy_struct, Material("screen")>


Traceback (most recent call last):
File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\

addons\osgExport.py", line 95, in execute
OpenSceneGraphExport(config)


File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\

addons\osgExport.py", line 65, in OpenSceneGraphExport
export.process()


File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\

addons\osg\osgdata.py", line 422, in process
self.exportItemAndChildren(obj)


File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\

addons\osg\osgdata.py", line 238, in exportItemAndChildren
item = self.exportChildrenRecursively(obj, None, None)


File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\

addons\osg\osgdata.py", line 289, in exportChildrenRecursively
objectItem = self.createMesh(obj)


File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\

addons\osg\osgdata.py", line 515, in createMesh
sources_geometries = converter.convert()


File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\

addons\osg\osgdata.py", line 1023, in convert
list = self.process(self.mesh)


File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\

addons\osg\osgdata.py", line 1013, in process
geom = self.createGeomForMaterialIndex(material_index, mesh)


File "C:\Users\martin\AppData\Roaming\Blender Foundation\Blender\2.57\scripts\

addons\osg\osgdata.py", line 756, in createGeomForMaterialIndex
log("object %s has no faces for sub material slot %s" % (self.object.getName
(), str(material_index)))
AttributeError: 'Object' object has no attribute 'getName'


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Martin Scheffler

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May 7, 2011, 5:08:14 AM5/7/11
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I commented out that line and blender seems to end up in an endless loop. When I cancel the script with ctrl-c the stack trace ends up in osg\osgdata.py, line 701, in equalVertices.

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Raymond de Vries

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May 7, 2011, 5:13:46 AM5/7/11
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Hi Martin,

I believe that you can use the blender osg exporter only up until
version 2.49b, i.e. 2.5 and higher cannot be used.

Also, take into account (I got that info from Cedric) that the model
needs to have up-to-date materials. The older materials are not exported.

good luck
Raymond

Martin Scheffler

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May 7, 2011, 5:39:22 AM5/7/11
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Reedev:
I used the 2.57 plugin tghat damyon posted.

Thank you!

Cheers,
Martin

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Raymond de Vries

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May 7, 2011, 5:42:59 AM5/7/11
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Hi,

Ok, no prob. Fyi: I used 2.49b and the model exported ok.

cheers, have fun
Raymond

Damyon Wiese

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May 7, 2011, 1:15:00 AM5/7/11
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Hi All,

I have updated Cedrics export plugin for blender 2.57 and sent him the patch. In the mean time here is my modified version of his script (seems to work for me).

Cheers,
Damyon

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Attachments:
http://forum.openscenegraph.org//files/osgexport_blender_257tar_103.gz

Damyon Wiese

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May 7, 2011, 10:12:25 AM5/7/11
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I have been testing a few more advanced models and have found some problems with the updated script - I'll take a look at it and see if I can fix it in the next few days.

I'll post any updates to this thread.

Cheers,
Damyon

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issam boughanmi

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May 15, 2011, 10:24:31 AM5/15/11
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any news on the 2.57 blender exporter ?

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Damyon Wiese

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May 15, 2011, 11:06:28 AM5/15/11
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I am working on a new version of the exporter - it works for static meshes, but not animations yet. It does support vertex colors, materials and textures. I'll post it as soon as I have fixed the animation problem.

The animations are exported from the list of nla tracks - but they don't work yet.

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issam boughanmi

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May 15, 2011, 11:26:10 AM5/15/11
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Hi damyon ,

can you post this unfinished exporter for 2.57 ?

can we use it if we have only static models ?

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Cedric Pinson

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May 15, 2011, 6:47:35 PM5/15/11
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Hi,

Even if animation does not work yet, if it exports models it's something
useful for a lot of people. I suggest we merge your current work then It
will be possible to improve animation part.

Cedric

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Damyon Wiese

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May 16, 2011, 11:35:28 AM5/16/11
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OK - no problem - here is the current version with animations not working. I'm still looking at the animations - I'll post an update here when thats done.

Cheers,
Damyon

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issam boughanmi

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May 16, 2011, 12:19:15 PM5/16/11
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thanks !!!


testing ...

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issam boughanmi

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May 17, 2011, 4:54:49 AM5/17/11
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sorry but it doesn't work :(


even with the simple default blender cube
no file is exported !!!

and for more complex objects i got a crash

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Damyon Wiese

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May 17, 2011, 10:31:24 AM5/17/11
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Yep - it's not real stable right now.

But I got the unit tests up and running on my copy now - (1 out of 5 passes) so I'll work on fixing them and post a new version.

I also noticed when it's run from blender it saves the file to Scene.osg in the current directory regardless of the file you tell it. You may have seen that and thought you got no output with the default cube.

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issam boughanmi

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May 19, 2011, 3:54:54 AM5/19/11
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ok , keep us updated

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Damyon Wiese

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May 24, 2011, 10:06:42 AM5/24/11
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I have been plugging away at this script and have a much better version now. See attached. It works well for my simple tests - but I don't have many example models to try.

Animations are supported as well as textures (either image or generated). It does not support animated materials like the old script does (mainly because I don't know how to create them in blender).

If you have problems and want to report a bug - including the model will be a big help. I would still class this script as unstable - mainly because I haven't done too much testing - but if you have problems I'm willing to try and fix them.

Cheers,
Damyon

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issam boughanmi

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May 24, 2011, 11:10:35 AM5/24/11
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Thanks a lot .

testing ....

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Damyon Wiese

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May 26, 2011, 9:33:22 AM5/26/11
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Hi amigoface,

Thanks for providing the model - I have updated the script and it works for this sample now. If you hit any more bugs let me know.

I dropped the test and data folder from this tar file because they haven't changed and they are a couple of mb each.

Cheers,
Damyon

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Damyon Wiese

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May 26, 2011, 9:45:45 AM5/26/11
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I just spotted another bug with dupli groups so here is a new version.

Cheers, Damyon

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osgexport-no-mercurial-20100526-r4.tar.gz

issam boughanmi

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May 26, 2011, 9:57:29 AM5/26/11
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Hi damyon !

really appreciate !

testing ...

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Serge Lages

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May 26, 2011, 10:06:05 AM5/26/11
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Hi guys,

Just tested the exporter and it seems to crash when we try to export only the selected object (see the attached screenshot).
I continue testing...

Cheers,
Error.jpg

issam boughanmi

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May 26, 2011, 10:22:54 AM5/26/11
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Hi serges ,

i just want to know the what is the status of the magrathea engine project

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Serge Lages

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May 26, 2011, 10:24:16 AM5/26/11
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I've tried to export a model without animations, but on the exported file I've got osgAnimation::UpdateMatrixTransform on each MatrixTransform, is it normal ? You'll find the blender model attached, on the exported model each building is at the origin, without rotations or scales.
Test.zip

Damyon Wiese

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May 26, 2011, 10:46:32 PM5/26/11
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Hi Serge,

Thanks for reporting the problems and providing the model. Here is an updated script that properly excludes the animation update call if the mesh doesn't have NLA tracks. It also fixes the problem with the only selected checkbox. Seems to export and look just like the blender version.

Amigoface - this should make your runway model export a lot better too - I don't have the model on this computer so I can't test it right now.

Cheers,
Damyon

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osgexport_no_mercurial_20100527_r5.tar.gz

Alberto Luaces

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May 27, 2011, 4:33:26 AM5/27/11
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Hi,

what is the usage of the script? I guess it is not run from Blender,
because of the commented out line importing the osggui module.

I have tried to do the same as the 2.4x exporter from the command line,

${blender_exec} -b ${model} -P ${path_to_osgexport.py} --osg="filename=name.osg"

but it seems the script gets its arguments duplicated, and later I get
some errors that could be related to this issue.

Thanks,

--
Alberto

Damyon Wiese

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May 27, 2011, 9:52:28 AM5/27/11
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Hi Alberto,

The script is for using within blender. Copy the files from the blenderExporter directory to your blender scripts folder. I'm on linux so my folder is at:

~/.blender/2.57/scripts/addons/

Then when you open blender you will need to enable the script.

* Open the User Preferences window (Ctrl + Alt + U)
* Click on the Addons tab
* Type osg in the search box
* Check the checkbox next to the "Import-Export: Export OSG format (.osg)" entry to enable the plugin.
* Click "Save as default" to save the changes permanently.

Now the File -> Export menu will have an additional entry - "OSG Model (.osg)" which will run the script.

Hope this helps - Damyon

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Alberto Luaces

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May 27, 2011, 11:33:10 AM5/27/11
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Damyon,

"Damyon Wiese" writes:

> Hi Alberto,
>
> The script is for using within blender. Copy the files from the blenderExporter directory to your blender scripts folder. I'm on linux so my folder is at:
>
> ~/.blender/2.57/scripts/addons/
>
> Then when you open blender you will need to enable the script.
>
> * Open the User Preferences window (Ctrl + Alt + U)
> * Click on the Addons tab
> * Type osg in the search box
> * Check the checkbox next to the "Import-Export: Export OSG format (.osg)" entry to enable the plugin.
> * Click "Save as default" to save the changes permanently.
>
> Now the File -> Export menu will have an additional entry - "OSG Model (.osg)" which will run the script.
>
> Hope this helps - Damyon

Indeed it does, thank you very much. I'm such a newbie when dealing with
these new 2.5x series. I could export some meshes at will. I had only
problems when exporting a MakeHuman skeleton. I attach the log in case
you are interested:

BlenderExporter directory blenderExporter
read blend: /tmp/5-abril/mr.blend
OpenScenGraph Option [ AUTHOR ] =
OpenScenGraph Option [ LOG ] = True True
OpenScenGraph Option [ SELECTED ] = ALL ALL
OpenScenGraph Option [ INDENT ] = 3 3
OpenScenGraph Option [ FLOATPRE ] = 4 4
OpenScenGraph Option [ ANIMFPS ] = 25 25.0
OpenScenGraph Option [ FILENAME ] = /tmp/5-abril/mr3.osg /tmp/5-abril/mr3.osg
{'INDENT': 3, 'LOG': True, 'AUTHOR': '', 'SELECTED': 'ALL', 'ANIMFPS': 25.0, 'FLOATPRE': 4, 'FILENAME': '/tmp/5-abril/mr3.osg'}
FILENAME:'mr3'
.................... mr3
osg: processing Armature Armature


Traceback (most recent call last):

File "/tmp/blenderSVN/build/bin/2.57/scripts/addons/osgExport.py", line 151, in execute
OpenSceneGraphExport(config)
File "/tmp/blenderSVN/build/bin/2.57/scripts/addons/osgExport.py", line 55, in OpenSceneGraphExport
export.process()
File "/tmp/osgexport/blenderExporter/osg/osgdata.py", line 444, in process
self.exportItemAndChildren(obj)
File "/tmp/osgexport/blenderExporter/osg/osgdata.py", line 246, in exportItemAndChildren


item = self.exportChildrenRecursively(obj, None, None)

File "/tmp/osgexport/blenderExporter/osg/osgdata.py", line 288, in exportChildrenRecursively
item = self.createSkeletonAndAnimations(obj)
File "/tmp/osgexport/blenderExporter/osg/osgdata.py", line 406, in createSkeletonAndAnimations
for nla_track in obj.animation_data.nla_tracks:
AttributeError: 'NoneType' object has no attribute 'nla_tracks'

location:<unknown location>:-1

location:<unknown location>:-1

Regards,

--
Alberto

Damyon Wiese

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May 27, 2011, 11:57:45 AM5/27/11
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Hi Alberto,

Here is an updated script that should fix this crash.

Cheers,
Damyon

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osgexport-no-mercurial-20100527_r6.tar.gz

aaron wetzler

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May 28, 2011, 11:56:52 AM5/28/11
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damyon wrote:
> Hi Alberto,
>
> Here is an updated script that should fix this crash.
>
> Cheers,
> Damyon


Hi Damyon
I have been struggling to install the exporter.
Could you tell me what the steps are for using the file you have attached above are in Blender 2.57 on Windows 7?

The steps I took :
1)Downloaded osgexport-no-mercurial-20100527_r6.tar.gz
2)Unzipped it onto my desktop.
3)Went into Blender, User Preferences ->Add-ons and clicked Install Add-on. Then in the file selection screen I found the osgExport.py file on my desktop and clicked install Add-on
4)A new line appears with the running figure and a grey checkbox with the description "Import-Export: Export OSG format (.osg) "
5)I tried clicking on the checkbox but it doesnt activate.

What should I do?
Also, I thought I should have a folder called /.blender/scripts in my blender folder but I dont have anything there. The only folder I have is 2.57

Im really stuck and its really important for me because I need to export a hand armature that has been skinned in Blender into OSG for some research we are trying to do.

Any help will be appreciated!

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Damyon Wiese

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May 29, 2011, 4:07:05 AM5/29/11
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Hi Aaron

If you found the 2.57 folder then you are in the right place - just create a scripts and addon folders in there. They wont exist at first unless you have installed some other script.

So you should have:

<some path>/2.57/scripts/addons

with
<some path>/2.57/scripts/addons/osgExport.py
and a folder:
<some path>/2.57/scripts/addons/osg/
with these files in it:
__init__.py osgconf.py osgdata.py osglog.py osgobject.py

(you may also have osgbake.py and osggui.py.del - but they are no longer used).

If you use the install add-on feature it wont work because it will only copy the osgExport.py file. You need the rest of the files from the osg folder as well.

Here is a link to the blender wiki page with the scripts folder location on all the different platforms:

http://wiki.blender.org/index.php/Doc:2.5/Manual/Introduction/Installing_Blender/DirectoryLayout

Hope this helps

Regards - Damyon

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aaron wetzler

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May 29, 2011, 4:42:52 AM5/29/11
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Hi Damyon
Thanks for your reply.
I didnt manage on windows so Im now trying on Mac OSX.

I did as you suggested and copied the folder osg and the file osgExport.py into /Applications/blender.app/contents/MacOS/2.57/scripts/addons
and once again the line for the osgExporter appears inside blender.

However, when I try to click on the checkbox to enable it it doesnt change. it doesnt respond at all.
I restarted Blender but that didnt help.

Am I missing a step? Do I have to do something else?

Thanks

Aaron

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Damyon Wiese

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May 29, 2011, 5:16:52 AM5/29/11
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Hi, Aaron

If you click the checkbox and it doesn't change - that means there is a python error - this could be because it can't find all of the script files or some other reason. If you open the console it will show you the error.

I think blender on mac uses the system console - which means if you open the Console application (Applications/Utilities) the error should show up there.

Cheers - Damyon

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issam boughanmi

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May 29, 2011, 8:29:44 AM5/29/11
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aaron wrote:
>
>
> However, when I try to click on the checkbox to enable it it doesnt change. it doesnt respond at all.
> I restarted Blender but that didnt help.
>
> Am I missing a step? Do I have to do something else?
>
> Thanks
>
> Aaron


you need to copy the all the OSGexporter folder including the subfolder

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issam boughanmi

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May 29, 2011, 10:02:56 AM5/29/11
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indeed,

there is a problem with this version

please see the attached console output


[Image: http://data.imagup.com/7/1121343226.JPG ] (http://www.imagup.com/data/1121343226.html)

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Damyon Wiese

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May 29, 2011, 8:42:06 PM5/29/11
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Hi Amigoface,

Sorry - I think this commit to blender changed one of the import paths.

http://comments.gmane.org/gmane.comp.video.blender.scm/22522

Ie - my blender auto updated and I had to change one of the import paths to make the script work - but obviously that broke the script for blender versions before the above commit.

Here is an updated script that should work for blender versions before and after the above commit.

Cheers, Damyon

------------------
Read this topic online here:

http://forum.openscenegraph.org/viewtopic.php?p=39915#39915

osgexport_no_mercurial_20100530_r7.tar.gz

Alberto Luaces

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May 30, 2011, 3:37:12 AM5/30/11
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"Damyon Wiese" writes:

> Hi Amigoface,
>
> Sorry - I think this commit to blender changed one of the import paths.
>
> http://comments.gmane.org/gmane.comp.video.blender.scm/22522
>
> Ie - my blender auto updated and I had to change one of the import paths to make the script work - but obviously that broke the script for blender versions before the above commit.

Yes — indeed I had to compile Blender from the latest SVN version in
order to be able to use it. If you try to use the precompiled Blender
version offered in the official page, you will have the same error.

Damyon, do you have some sort of public repository? That way we could
try the script at our ends, and integrate the changes easily instead of
having to do all the work by yourself.

--
Alberto

Serge Lages

unread,
May 30, 2011, 4:26:32 AM5/30/11
to OpenSceneGraph Users
Thank you very much for the updated script, it works great. If I have time I'll test it on anothers models and let you know.

Cheers,

Serge Lages

unread,
May 30, 2011, 4:42:26 AM5/30/11
to OpenSceneGraph Users
New error guys ! I can provide the model off-list if needed.

Cheers,
Error.jpg

Serge Lages

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May 30, 2011, 5:44:50 AM5/30/11
to OpenSceneGraph Users
OK, I have a new problem :

- On the attached model, when I export it, a subdirectory is created with the OSG file and the texture is converted in PNG and moved in the subdirectory (air_cooler.textures).
- The problem is that OSG can't open the image file (I have an error saying there is no plugin for the file). After a quick investigation, it seems that the PNG file is in reality a JPEG file, changing the extension to JPG and changing the OSG file to load the JPG file make it work.
- Another problem is that in the OSG file, there is a full path to the texture file (even if in Blender the texture file path is relative). So if I move my model, I can't load the texture file. Is it possible to have a relative path to the texture ?

Thanks !
test.zip
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