I’ve written too much. So one question for TL;DR:
What is the benefit of use this instead of OGEX:
For OGEX:
you have to use ogex exporter and then write an importer for your specific need?
It’s already a hard part, else jMonkeyEngine already have it (error detection, recovery, semantic,…). pspeed wrote jogex (iirc not finished) a java parser for opengex that create the memory structure. This part, that is auto-generated by protobuf for pgex, already takes lot of works and need to be maintained.
On other side, OpenGEX already include bone, animation, skin. stuff that pgex didn’t include (part of the TODO list).
@atomix said:
For pgex:
1 - Exported into ogex, You just have to write an "extracter" that take info from a parser ( generated for your language).
2 - if ogex not supported You just have to write an "exporter", and also benefit with the parser.
Sorry, I don’t understand. ogex == OpenGEX != pgex
@atomix said:
In 1, I see quite attractive advantages, but note that it's only for 3d model without any other things right now.
In 2, I see a lot of extra steps:
- I have to write into binary format
- write a protobuff schema
- pgex help me in the middle
- later I need an extractor.
Even if I can write a protobuff for blender, it may not worth the effort I have to spend. And use protobuff for parse a text file .obj for example sound pretty dumb.
You don’t need to write a protobuff schema, except if you want to create an pgex extension for an uncommon usage (no requirement to be supported by other pgex tool).
I don’t understand the relation between protobuff and .obj.
About blender and jme, I already create the base code (blender exporter and jmonkey importer), as POC. Now I add “feature” in pgex and I don’t care about binary encoder/decoder (it’s the job of protobuff + pgex). I only care about mapping between 2 memory “schemas”
I relink a video about a tool I work on where I used pgex (for a part of the communication) of jme3-as-blender-renderer
For pgex:
1 – Exported into pgex, You just have to write an “extracter” that take info from a parser ( generated for your language).
2 – if pgex not supported You just have to write an “exporter”, and also benefit with the parser.
Sorry, twisted mind.
From what I understand from your answer:
– I have to write into binary format (pgex to be specific) – write a protobuff schema
– pgex help me in the middle
– later I need an extractor.
.Obj is a text-based 3d model file. How can pgex help in exchange such file?
Write exporter to save into pgex, then benefit from the parser part. Like what you do with Blender?
Open in Blender the .obj file, and save into pgex.
.obj -> .pgex could be done by a converter able to export into .pgex.
Today only Blender is able to export to .pgex. But due “to ease” to write .pgex I hope assimp or other can support it later.
There is no magic or universal. I just try to find a solution of the poor support of existing format (obj, fbx, blend,…) : hard to code valid exporter/importer.
I didn’t think this was a good idea but now that Eric Lengyel (the OpenGEX developer) probably moved himself into a corner with his silly Linux-ragequit you might just have a chance with it ^^
xbuf (previously pgex) has support for object animation and skeletal animation
I’m grouping repository and communication about xbuf, jme in blender, remote editor under xbuf umbrella (so future update of the blender plugin will be on this topic)
The latest video I made one month ago about blender/xbuf/jme
you unzip the archive manually ? because if you call “install from zip” from blender the created directory will be blender_io_xbuf without version number. (the directory name is like a java package). try rename or use install from file (and select the downloaded zip)
Oh:/
There is something really weird… i can see only one geometry at time with the external render, like when i go near to one, the other one disappears. I can provide a video if you want.
Also, when the xbuff render is enabled in blender, the texture panel is blank.
Yes, video or a set of screenshot are welcome, maybe open an issue on github if you have a account (to help track the issue). I got some issue with camera fov some time ago, may I migrate the wrong code under xbuf org.