Thanks Andreas!<div>Yes, I went through DAE and imported each tile individually, which worked. </div><div>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. <br></div><div>Another option was for me using MeshLab, which surprisingly also took care of the "georeferencing" between the tiles. </div><div>Yes, FXB would be great, as it includes the texture already "inside" - but at least I was able to get it somehow loaded.</div><div><br></div><div>As mentioned, work keeps me a little bit busy, so I will try out Remo in the future.<br><br></div><div class="gmail_quote"><div dir="auto" class="gmail_attr">On Friday, October 2, 2020 at 8:26:17 AM UTC+2 Andreas Ekstrand wrote:<br/></div><blockquote class="gmail_quote" style="margin: 0 0 0 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
<div>
Hi Thomas,<br>
<br>
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.<br>
<br>
The Collada (DAE) plugin supports it however, and you should be able
to import DAE into Blender. I know that building the Collada plugin
can be a pain though, and if you want a format-agnostic solution I
think the most common one is to separate the model into the
different LOD components and convert and import them one by one.<br>
<br>
You're of course welcome to have a look at our tool Remo 3D, where
you can import e.g. OSG formats, apply various edits if necessary
and export to Collada or separate FBX, OBJ, etc. per LOD.<br>
<br>
Regards,<br>
Andreas</div><div><font size="2" color="black"><span style="font-size:0.8em;color:black"><br>
<br>
<br>
</span></font>
<div>On 2020-10-01 08:51, Thomas Widmer
wrote:<br>
</div>
</div><div><blockquote type="cite">
Thanks Robert!
<div>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!<br>
<br>
</div>
<div class="gmail_quote">
<div dir="auto" class="gmail_attr">On Wednesday, September 30,
2020 at 6:21:33 PM UTC+2 OpenSceneGraph Users wrote:<br>
</div>
<blockquote class="gmail_quote" style="margin:0 0 0 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">
<div dir="ltr">
<div dir="ltr">On Wed, 30 Sep 2020 at 16:10, OpenSceneGraph
Users <<a rel="nofollow">osg-...@lists.openscenegraph.org</a>>
wrote:<br>
</div>
</div>
<div dir="ltr">
<div class="gmail_quote">
<blockquote class="gmail_quote" style="margin:0px 0px 0px 0.8ex;border-left:1px solid rgb(204,204,204);padding-left:1ex">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.
<div>At the moment I'm busy with work at my office, but
I will try to check it out perhaps the next week.<br>
</div>
</blockquote>
<div><br>
</div>
</div>
</div>
<div dir="ltr">
<div class="gmail_quote">
<div>There is limit to how much you'll be able to export
from an OSG scene graph to formats associated with
modelling tools that are more focused on individual
model components rather than whole worlds.</div>
<div><br>
</div>
<div>You may need to pre-process the OSG scene graphs to
make them more suitable for export, or export specific
subgraphs.</div>
<div><br>
</div>
<div>Robert.<br>
</div>
<div> </div>
</div>
</div>
</blockquote>
</div></blockquote></div><div><blockquote type="cite">
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