Thanks Robert, I thought the structure may be a bit much but here is the 
high level breakdown:
osg::MatrixTransform
-osg::Group
--osg::StateSet
-osg::Group
--osg::Geode
--osg::Geode
--osg::Geode
--osg::Geode
--osg::Geode
--osg::Group
--osg::Geode
--osg::Group
--osg::Geode
--osg::Geode
--osg::Geode
--osg::Group
--osg::Geode
--osg::Geode
--osg::Geode
--osg::Geode
--osg::Geode
--osg::Geode
--osg::Group
--osg::Group
--osg::Group
--osg::Group
--osg::Geode
--osg::Geode
--osg::Geode
--osg::Geode
--osg::Group
---osg::Group "Main_Hub"
----osg::Geode
-----osg::Geometry
------osg::StateSet
-------osg::DrawArray
--------osg::Vec3Array
--osg::Group "Tail_Hub"

Again I'm looking to access the osg::Group "Main_Hub" get Transform 
functionality from it.

Jeremy


On Thursday, April 16, 2020 at 2:39:10 AM UTC-4, OpenSceneGraph Users wrote:
>
> Hi Jeremy,
>
> The DOFTransform example you've come across only works for a 
> osgSIM::DOFTransform because it was created with this type of 
> DOFTransform.  THE DOFTransform is written specifically for OpenFlight 
> support so only created by the the OSG .flt loader, most other models will 
> use other types of osg::Transform nodes such as osg::MatrixTransform or 
> osg::PositionAttitutudeTransform.  
>
> You haven't provide any details about the scene graphs structure of your 
> helicopter.osgt so we can't tell what to look for, the model might not even 
> have any Transform node in it, in which case you'll need to add one.
>
> Robert.
>
>
>
> On Wed, 15 Apr 2020 at 21:55, OpenSceneGraph Users <
> osg-...@lists.openscenegraph.org <javascript:>> wrote:
>
>> First off, I hope everyone is staying sane and healthy during this 
>> pandemic.
>>
>>  
>>
>> I’m working with a collection of 3D models that have come from a variety 
>> of different source but are now all in osgb format. For several of the 
>> models I’d like to grab a “node” and apply rotation.
>>
>>  
>>
>> As I’m working through my understanding of the approach, I’ve created a 
>> simple application that loads the model, traverses the scene, returns a 
>> pointer to the “node”, casts to a DOFTransform and manipulate the “node” 
>> (DOFTransform). Snippet:
>>
>> FindNamedNodeVisitor fnnv("turret");
>>
>> scene->accept(fnnv);
>>
>> osg::ref_ptr<osgSim::DOFTransform> dofTrans = new osgSim::DOFTransform();
>>
>> dofTrans = 
>> dynamic_cast<osgSim::DOFTransform*>(fnnv.getFoundNode()->asTransform());
>>
>> if(dofTrans != NULL)
>>
>>                                 //manipulate (rotate)   
>>
>>  
>>
>> This approach works for the tank.osg model. Now I’m trying to apply this 
>> approach to a different model (helicopter for example). When I access the 
>> “node” of interest, “Main_Hub” which is an osg::Group I obviously can’t 
>> cast that to a osgSim::DOFTransform. I’m trying to get an understand of how 
>> I can change the model, now in osgt (readable) format, to a structure that 
>> can be used. I’ve been using the tank.osg as a guide and attempted to 
>> recreate a similar structure in the helicopter.osgt. I’m trying to take 
>> logical stabs in the dark, in the helicopter model I’ve attempted to simply 
>> renamed the “node” of interest from an osg::Group to osgSim::DOFTransform. 
>> The model still displays correctly, but the cast to osgSim::DOFTransform 
>> returns NULL. I thought there may be some required variables at are needed 
>> as part of the osgSim::DOFTransform structure, so I began adding 
>> currentHPR, currentTranslate, and currentScale and continued to add more 
>> bringing it in line with the tank.osg example. Through all the attempts I 
>> still getting NULL when casting.
>>
>>  
>>
>> I’m looking for any guidance/suggestions/lessons learned on how to 
>> properly do this.
>>
>>
>> Thanks in advance
>>
>>  
>>
>> Jeremy
>>
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