There's a glTF 2.0 plugin for OSG from Sketchfab. If anyone wants to test it, here's a link to PR:
https://github.com/AurL/osg/pull/1
OpenGEX as .Nif alternative for OpenMW
- psi29a
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Re: OpenGEX as .Nif alternative for OpenMW
Sweet... I'll have a look
So they made a pull request against their own repo? OK...
I went ahead and made a PR against OSG.
https://github.com/openscenegraph/OpenS ... h/pull/686
Hopefully it will actually make it into OSG.
So they made a pull request against their own repo? OK...
I went ahead and made a PR against OSG.
https://github.com/openscenegraph/OpenS ... h/pull/686
Hopefully it will actually make it into OSG.
Re: OpenGEX as .Nif alternative for OpenMW
I found that he actually sent a PR some time ago, but he immediately closed it for some reason.
https://github.com/openscenegraph/OpenS ... h/pull/519
https://github.com/openscenegraph/OpenS ... h/pull/519
- psi29a
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Re: OpenGEX as .Nif alternative for OpenMW
Cat's out of the bag now... I'll likely add it to our OSG fork anyway.
- faerietree
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Re: OpenGEX as .Nif alternative for OpenMW
Good move!
When will we import a COLLADA or glTF animation into OpenMW and see it in action?
When will we import a COLLADA or glTF animation into OpenMW and see it in action?
- psi29a
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Re: OpenGEX as .Nif alternative for OpenMW
Collada is already there, glTF coming soon.
Caveat Emptor: animation support isn't yet possible because there has be a translation layer from these two formats into our (OpenMW) animation system. When this will happen is an exercise to anyone wanting to take up the challenge.
Caveat Emptor: animation support isn't yet possible because there has be a translation layer from these two formats into our (OpenMW) animation system. When this will happen is an exercise to anyone wanting to take up the challenge.
Re: OpenGEX as .Nif alternative for OpenMW
Can the Sketchfab plugin actually compile and load things into OSG?
- psi29a
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Re: OpenGEX as .Nif alternative for OpenMW
No go, the PR was closed because guys from Sketchfab said it wasn't finished. Pity.
Re: OpenGEX as .Nif alternative for OpenMW
I'm interested in an animation support that doesn't rely on nif. I'd like to have something that would work with OpenCS, with animations made with the latest Blender. If collada-support is already there, that sounds like the place to start.. Although native osgb/osgt sounds interesting too.
I have zero experience in coding anything like this, so I might not be able to code anything, so I'm pretty much investigating what's the task even about. My experience is only that I've made basic animations in blender, and dabbled with osgt-models, some basic line drawing with osg and so on. There's enormous amount of stuff to learn. I know absolutely nothing of Collada or glTF file formats. But.. translation layer? psi29a? Any ideas where to start?
These threads are at least related:
osgb/osgt animation format support
http://forum.openmw.org/viewtopic.php?f=6&t=4662
Generic nif engine importer for openmw
viewtopic.php?f=6&t=4648
I have zero experience in coding anything like this, so I might not be able to code anything, so I'm pretty much investigating what's the task even about. My experience is only that I've made basic animations in blender, and dabbled with osgt-models, some basic line drawing with osg and so on. There's enormous amount of stuff to learn. I know absolutely nothing of Collada or glTF file formats. But.. translation layer? psi29a? Any ideas where to start?
These threads are at least related:
osgb/osgt animation format support
http://forum.openmw.org/viewtopic.php?f=6&t=4662
Generic nif engine importer for openmw
viewtopic.php?f=6&t=4648
- psi29a
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Re: OpenGEX as .Nif alternative for OpenMW
Thing is... our 'animation system' is something specific to OpenMW... I believe it is more tailored for how NIF works. So we either need to translate other animation formats (during load time) to work with our animation system, or we re-work our animation system to support other formats more directly.
osgt/osg does not support animation in the format, we would have to write EVERYTHING from the exporter code to work on blender/maya/etc including the animation format in osgt/osg itself.
The other option is that we support animation formats from other sources like Collada. I've done the legwork there, sine OSG supports collada now and you can see that it tries to load but doesn't understand the animation flags.
I would highly encourage someone to try to support these animation flags in Collada with OpenMW.
osgt/osg does not support animation in the format, we would have to write EVERYTHING from the exporter code to work on blender/maya/etc including the animation format in osgt/osg itself.
The other option is that we support animation formats from other sources like Collada. I've done the legwork there, sine OSG supports collada now and you can see that it tries to load but doesn't understand the animation flags.
I would highly encourage someone to try to support these animation flags in Collada with OpenMW.