Hello Volker,
On 07/19/2011 03:32 AM, Volker Settgast wrote:
> accidentally I found some code for skinned meshes in OpenSG 2.
yes, we needed this for a project. It's not too polished, but works for
our use cases ;)
> Now I am wondering who is working on such things. A few months ago I
> coded a Cal3D node core (which unfortunately is not performing very
> well…) but actually I would really like to use Collada for skinned meshes.
we tried using Collada initially, but it is not an easy format to work
with. Depending on what tool you use to write a file you can get very
different representations of the same content. That makes it difficult
to write a reliable loader that is not tied to a specific tool.
With respect to animations we never managed to properly export animation
tracks from Maya, meaning that the keyframes were all there but the
information that e.g. the walk cycle is from frame 0 to 60 and the kneel
down animation from cycle 100 to 140 was lost or only partially exported.
We currently use the OGRE format to export all animated meshes. The
downside with that is that material information is completely lost (only
the material name remains), but we were replacing materials with shader
based ones anyway, so this is not such a big problem.
> Is there anybody currently working on this?
Not actively.
Cheers,
Carsten
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