Re: [osg-users] Step animation

2014-08-04 Thread Cedric Pinson
I would say that it is for this purpose, do you have a simple test case
to reproduce it ? Be sure to have validate time keyframe, or It's
possible that there is a bug :)


On Wed, Jul 23, 2014 at 6:27 PM, Robert Gosztyla robert.goszt...@gmail.com
wrote:

 Hi,

 Me again ;). This time i would like to ask about animations, particular
 kind of it. I've made animation using channels and Vec3LinearChannel type.
 It works fine, without any problems, e.g. i've used three Vec3Keyframes to
 animate sample translation (or rotation), object position is nice
 calculated between each keyframe and animated. I wanted to create on the
 same way step animation - so object is moved in keyframe one, then moved
 at keyframe 2 without any interpolation between and then again moved in
 keyframe3 without interpolation - so it jumps in keyframes to appropriate
 positions. There is Vec3StepChannel - but have some problems with it (my
 object jumps one time and then stops). Is it right type to such kind of
 animation? If i have such example:

 keyframe 1 - move object to (0, 0, 0)
 keyframe 2 - move object to (1, 0, 0) // until here sems to work fine
 keyframe 3 - want to back to (0, 0, 0) - this doesn't work (tried also
 (-1, 0, 0) as translation to back to (0,0,0)

 If Vec3StepChannel is not for this purpose, how can i achieve such
 animation?

 Thank you!

 Cheers,
 Robert

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=60414#60414





 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Tristrip Building Question

2014-02-06 Thread Cedric Pinson - plopbyte.com
Hi,
Yeah you can merge all tri strip into one. on wikipedia there is an article 
about it http://en.wikipedia.org/wiki/Triangle_strip


Cedric Pinson
osgjs.org - cedricpinson.com - sketchfab.com


On Thursday 6 February 2014 at 19:00, Cary, Karl A. wrote:

 In the beginning our application, Performer was used. During that time, 
 someone customized the obj loader to handle some specific stuff. When we went 
 to OSG, we simply then converted our pfb files in to ive files so as not to 
 lose this customization. I am attempting to get rid of the middle step of 
 going through Performer, but I have run in to a situation where Performer is 
 generating better performing models. The modifications to the obj loader were 
 simply for ordering some groups that needed to not be optimized away. The 
 building of the geometry is all standard Performer. The big issue is that 
 Performer would build everything in to a single tristrip when possible. I 
 don't see where anything inside OSG can allow us to do this without trying to 
 figure it out with a custom optimizer. For a simple example I created a 16 
 sided cylinder. The performer method resulted in a single tri-strip of 160 
 tris. The OSG method created 13 tri-strips of varying size. The performer 
 method dr
 aw
 s 30% faster. This performance increase scales up with the complexity of our 
 models. Is there some known method to allow for combining all of these 
 tri-strips together?
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org (mailto:osg-users@lists.openscenegraph.org)
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 


___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Animate Nathan

2012-07-05 Thread Cedric Pinson
Hi ,

First you need to understand how bone animations works, else you will not be 
able to manipulate the character. 
http://en.wikipedia.org/wiki/Skeletal_animation then you can try to touch 
osgAnimation::Bone it's the node used to control part of the skeleton.

Cedric Pinson
Provide OpenGL, WebGL services
+33 659 598 614 - 
http://cedricpinson.com - http://osgjs.org - http://sketchfab.com

On Jul 5, 2012, at 15:01 , Héctor Martínez wrote:

 Hi,
  
 I am starting to play with animation in OSG. I would like to animate 
 Nathan.osg model. The aim is to have control over the different parts of the 
 body and get, for example, a rotating arm. I don’t know where to start. I 
 have been trying to use DOFTransform, but I can’t convert any of the children 
 to DOFTransform (I am getting NULL casting). I have also tried to create a 
 child DOFTransform node and add the arm as a child but not working either.
  
 Could someone give me some hints on where to concentrate? Tutorial, example 
 or just the right classes to do it. Or maybe if it is not possible with that 
 model, some clues about the right models to do that.
  
 Thank you in advance.
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] osgexport - release 0.13.0

2012-06-25 Thread Cedric Pinson
Hi,

I released a new version of the osgexporter. You can find it here 
https://github.com/cedricpinson/osgexport/raw/master/blender-2.5/build/osgexport-0.13.0.zip

Keys features:
- supports now blender-2.63 with ngones
- export materials and light as user data using the new osgt file format
- fix crash on models with armature

https://github.com/cedricpinson/osgexport

Regards,

Cedric Pinson
Provide OpenGL, WebGL services
+33 659 598 614 - 
http://cedricpinson.com - http://osgjs.org - http://sketchfab.com

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] COLLADA animation can't be resaved as .OSG

2012-04-30 Thread Cedric Pinson
Hi Chris,
Your first assumption is not true, if the loader colllada or another loader use 
custom UpdateCallback (from the their loader) and those UpdateCallback do not 
define code to save/load, then if you save it it will skip the custom update 
callback from the loader. It could why it does not work as you expect.
But if you are saving to osgb and it works when you reload it, I would bet that 
some .osg code is not up to date to save stuff loaded by the collada, It would 
need more investigation to tell what's happen.
I hope it gives you some idea where to look.


Cedric Pinson
Provide OpenGL, WebGL services
+33 659 598 614 - 
http://cedricpinson.com - http://osgjs.org - http://sketchfab.com

On Apr 30, 2012, at 21:43 , Chris Hanson wrote:

   Hi Cedric. I'm curious, if we are able to load an animated model from a 
 COLLADA .DAE and have it display ok in osganimate, then we SHOULD be able to 
 resave and re-load that via .OSG format and have it still animate, correct? 
 We're seeing it fail to animate, but saving to .osgb seems to work better. Is 
 this how it is supposed to be?
 
   Thanks in advance.
 
 -- 
 Chris 'Xenon' Hanson, omo sanza lettere. xe...@alphapixel.com 
 http://www.alphapixel.com/
 Training • Consulting • Contracting
 3D • Scene Graphs (Open Scene Graph/OSG) • OpenGL 2 • OpenGL 3 • OpenGL 4 • 
 GLSL • OpenGL ES 1 • OpenGL ES 2 • OpenCL
 Digital Imaging • GIS • GPS • Telemetry • Cryptography • Digital Audio • 
 LIDAR • Kinect • Embedded • Mobile • iPhone/iPad/iOS • Android
 

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] osx fail to configure

2012-04-11 Thread Cedric Pinson
I get this error while trying to compile osg on osx, any hints ?


2012-04-11 12:24:45.017 defaults[12922:707] 
The domain/default pair of (/Developer/SDKs/MacOSX10.7.sdk/SDKSettings.plist, 
CanonicalName) does not exist
-- checking for module 'gta'
--   package 'gta' not found
-- checking for module 'poppler-glib'
--   package 'poppler-glib' not found
-- checking for module 'librsvg-2.0'
--   package 'librsvg-2.0' not found
-- checking for module 'gtk+-2.0'
--   package 'gtk+-2.0' not found
-- checking for module 'gtkglext-x11-1.0'
--   package 'gtkglext-x11-1.0' not found
-- Could NOT find Qt4 (missing:  QT_QMAKE_EXECUTABLE QT_MOC_EXECUTABLE 
QT_RCC_EXECUTABLE QT_UIC_EXECUTABLE QT_INCLUDE_DIR QT_LIBRARY_DIR 
QT_QTCORE_LIBRARY) 
-- Could NOT find Qt3 (missing:  QT_QT_LIBRARY QT_INCLUDE_DIR 
QT_MOC_EXECUTABLE) 
-- Could NOT find wxWidgets (missing:  wxWidgets_FOUND) 
CMake Warning at src/osgViewer/CMakeLists.txt:71 (IF):
  given arguments:

STREQUAL macosx10.7 OR STREQUAL macosx10.6 OR STREQUAL 
macosx10.5

  Unknown arguments specified


CMake Warning at CMakeLists.txt:827 (IF):
  given arguments:

STREQUAL macosx10.7

  Unknown arguments specified


CMake Error at CMakeLists.txt:832 (ELSEIF):
  given arguments:

STREQUAL macosx10.6 / STREQUAL macosx10.5

  Unknown arguments specified


-- Configuring incomplete, errors occurred!



Cedric Pinson
Provide OpenGL, WebGL services
+33 659 598 614 - 
http://cedricpinson.com - http://osgjs.org - http://showwebgl.com

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osx fail to configure

2012-04-11 Thread Cedric Pinson
I did, but still have an error

-- The C compiler identification is GNU
-- The CXX compiler identification is GNU
-- Checking whether C compiler has -isysroot
-- Checking whether C compiler has -isysroot - yes
-- Checking whether C compiler supports OSX deployment target flag
-- Checking whether C compiler supports OSX deployment target flag - yes
-- Check for working C compiler: /usr/local/bin/cc
-- Check for working C compiler: /usr/local/bin/cc -- works
-- Detecting C compiler ABI info
-- Detecting C compiler ABI info - done
-- Checking whether CXX compiler has -isysroot
-- Checking whether CXX compiler has -isysroot - yes
-- Checking whether CXX compiler supports OSX deployment target flag
-- Checking whether CXX compiler supports OSX deployment target flag - yes
-- Check for working CXX compiler: /usr/local/bin/g++
-- Check for working CXX compiler: /usr/local/bin/g++ -- works
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Looking for include files CMAKE_HAVE_PTHREAD_H
-- Looking for include files CMAKE_HAVE_PTHREAD_H - found
-- Looking for pthread_create in pthreads
-- Looking for pthread_create in pthreads - not found
-- Looking for pthread_create in pthread
-- Looking for pthread_create in pthread - found
-- Found Threads: TRUE 
2012-04-11 14:39:15.025 defaults[14664:707] 
The domain/default pair of (/Developer/SDKs/MacOSX10.7.sdk/SDKSettings.plist, 
CanonicalName) does not exist
-- Found OpenGL: /System/Library/Frameworks/OpenGL.framework 
-- Looking for XOpenDisplay in 
/opt/local/lib/libX11.dylib;/opt/local/lib/libXext.dylib
-- Looking for XOpenDisplay in 
/opt/local/lib/libX11.dylib;/opt/local/lib/libXext.dylib - found
-- Looking for gethostbyname
-- Looking for gethostbyname - found
-- Looking for connect
-- Looking for connect - found
-- Looking for remove
-- Looking for remove - found
-- Looking for shmat
-- Looking for shmat - found
-- Looking for IceConnectionNumber in ICE
-- Looking for IceConnectionNumber in ICE - found
-- Found X11: /opt/local/lib/libX11.dylib
-- Found LibXml2: /usr/lib/libxml2.dylib 
-- checking for module 'gta'
--   package 'gta' not found
-- Found CURL: /usr/lib/libcurl.dylib 
-- Found OpenAL: /System/Library/Frameworks/OpenAL.framework 
-- checking for module 'cairo'
--   found cairo, version 1.10.2
-- checking for module 'poppler-glib'
--   package 'poppler-glib' not found
-- checking for module 'librsvg-2.0'
--   package 'librsvg-2.0' not found
-- checking for module 'gtk+-2.0'
--   package 'gtk+-2.0' not found
-- checking for module 'gtkglext-x11-1.0'
--   package 'gtkglext-x11-1.0' not found
-- Could NOT find Qt4 (missing:  QT_QMAKE_EXECUTABLE QT_MOC_EXECUTABLE 
QT_RCC_EXECUTABLE QT_UIC_EXECUTABLE QT_INCLUDE_DIR QT_LIBRARY_DIR 
QT_QTCORE_LIBRARY) 
-- Could NOT find Qt3 (missing:  QT_QT_LIBRARY QT_INCLUDE_DIR 
QT_MOC_EXECUTABLE) 
-- Could NOT find wxWidgets (missing:  wxWidgets_FOUND) 
-- Performing Test _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS
-- Performing Test _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS - Success
-- Performing Test _OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS
-- Performing Test _OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS - Failed
-- Performing Test _OPENTHREADS_ATOMIC_USE_SUN
-- Performing Test _OPENTHREADS_ATOMIC_USE_SUN - Failed
-- Performing Test _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED
-- Performing Test _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED - Failed
-- Performing Test _OPENTHREADS_ATOMIC_USE_BSD_ATOMIC
-- Performing Test _OPENTHREADS_ATOMIC_USE_BSD_ATOMIC - Success
-- Looking for pthread_yield
-- Looking for pthread_yield - not found
-- Looking for sched_yield
-- Looking for sched_yield - found
-- Looking for pthread_setconcurrency
-- Looking for pthread_setconcurrency - found
-- Looking for pthread_getconcurrency
-- Looking for pthread_getconcurrency - found
-- Looking for pthread_setaffinity_np
-- Looking for pthread_setaffinity_np - not found
-- Performing Test HAVE_THREE_PARAM_SCHED_SETAFFINITY
-- Performing Test HAVE_THREE_PARAM_SCHED_SETAFFINITY - Failed
-- Performing Test HAVE_TWO_PARAM_SCHED_SETAFFINITY
-- Performing Test HAVE_TWO_PARAM_SCHED_SETAFFINITY - Failed
CMake Warning at src/osgViewer/CMakeLists.txt:71 (IF):
  given arguments:

STREQUAL macosx10.7 OR STREQUAL macosx10.6 OR STREQUAL 
macosx10.5

  Unknown arguments specified


-- Looking for gethostbyname in nsl
-- Looking for gethostbyname in nsl - not found
-- Looking for socket in socket
-- Looking for socket in socket - not found
CMake Warning at CMakeLists.txt:827 (IF):
  given arguments:

STREQUAL macosx10.7

  Unknown arguments specified


CMake Error at CMakeLists.txt:832 (ELSEIF):
  given arguments:

STREQUAL macosx10.6 / STREQUAL macosx10.5

  Unknown arguments specified


-- Configuring incomplete, errors occurred!
trigrou@Cedrics-MacBook-Pro:~/dev/osg/build-release # 



Cedric Pinson
Provide OpenGL, WebGL services
+33 659 598 614 - 
http://cedricpinson.com - http://osgjs.org - http://showwebgl.com

On Apr 11, 2012, at 12:26

Re: [osg-users] osx fail to configure

2012-04-11 Thread Cedric Pinson
Thx for the hints, I modified the CMakeCache.txt file to point on the new 
location of Xcode

Cedric Pinson
Provide OpenGL, WebGL services
+33 659 598 614 - 
http://cedricpinson.com - http://osgjs.org - http://showwebgl.com

On Apr 11, 2012, at 14:49 , Stefan Radomski wrote:

 Hi there,
 
 I would guess that CMAKE_OSX_SYSROOT is not defined - this might be related 
 to XCode living in /Applications as opposed to /Developer now. If you have 
 the new XCode from the App store and did not compile your own CMake it won't 
 work as the latest CMake release does not yet work with XCode in 
 /Applications [1]. Either compile cmake with the next tag from svn or try 
 one of the nightlies[2].
 
 Best regards
 Stefan
 
 [1] http://public.kitware.com/Bug/view.php?id=12621
 [2] http://www.cmake.org/files/dev/
 
 On 11 Apr, 2012, at 2:40 PM, Cedric Pinson wrote:
 
 I did, but still have an error
 
 -- The C compiler identification is GNU
 -- The CXX compiler identification is GNU
 -- Checking whether C compiler has -isysroot
 -- Checking whether C compiler has -isysroot - yes
 -- Checking whether C compiler supports OSX deployment target flag
 -- Checking whether C compiler supports OSX deployment target flag - yes
 -- Check for working C compiler: /usr/local/bin/cc
 -- Check for working C compiler: /usr/local/bin/cc -- works
 -- Detecting C compiler ABI info
 -- Detecting C compiler ABI info - done
 -- Checking whether CXX compiler has -isysroot
 -- Checking whether CXX compiler has -isysroot - yes
 -- Checking whether CXX compiler supports OSX deployment target flag
 -- Checking whether CXX compiler supports OSX deployment target flag - yes
 -- Check for working CXX compiler: /usr/local/bin/g++
 -- Check for working CXX compiler: /usr/local/bin/g++ -- works
 -- Detecting CXX compiler ABI info
 -- Detecting CXX compiler ABI info - done
 -- Looking for include files CMAKE_HAVE_PTHREAD_H
 -- Looking for include files CMAKE_HAVE_PTHREAD_H - found
 -- Looking for pthread_create in pthreads
 -- Looking for pthread_create in pthreads - not found
 -- Looking for pthread_create in pthread
 -- Looking for pthread_create in pthread - found
 -- Found Threads: TRUE 
 2012-04-11 14:39:15.025 defaults[14664:707] 
 The domain/default pair of 
 (/Developer/SDKs/MacOSX10.7.sdk/SDKSettings.plist, CanonicalName) does not 
 exist
 -- Found OpenGL: /System/Library/Frameworks/OpenGL.framework 
 -- Looking for XOpenDisplay in 
 /opt/local/lib/libX11.dylib;/opt/local/lib/libXext.dylib
 -- Looking for XOpenDisplay in 
 /opt/local/lib/libX11.dylib;/opt/local/lib/libXext.dylib - found
 -- Looking for gethostbyname
 -- Looking for gethostbyname - found
 -- Looking for connect
 -- Looking for connect - found
 -- Looking for remove
 -- Looking for remove - found
 -- Looking for shmat
 -- Looking for shmat - found
 -- Looking for IceConnectionNumber in ICE
 -- Looking for IceConnectionNumber in ICE - found
 -- Found X11: /opt/local/lib/libX11.dylib
 -- Found LibXml2: /usr/lib/libxml2.dylib 
 -- checking for module 'gta'
 --   package 'gta' not found
 -- Found CURL: /usr/lib/libcurl.dylib 
 -- Found OpenAL: /System/Library/Frameworks/OpenAL.framework 
 -- checking for module 'cairo'
 --   found cairo, version 1.10.2
 -- checking for module 'poppler-glib'
 --   package 'poppler-glib' not found
 -- checking for module 'librsvg-2.0'
 --   package 'librsvg-2.0' not found
 -- checking for module 'gtk+-2.0'
 --   package 'gtk+-2.0' not found
 -- checking for module 'gtkglext-x11-1.0'
 --   package 'gtkglext-x11-1.0' not found
 -- Could NOT find Qt4 (missing:  QT_QMAKE_EXECUTABLE QT_MOC_EXECUTABLE 
 QT_RCC_EXECUTABLE QT_UIC_EXECUTABLE QT_INCLUDE_DIR QT_LIBRARY_DIR 
 QT_QTCORE_LIBRARY) 
 -- Could NOT find Qt3 (missing:  QT_QT_LIBRARY QT_INCLUDE_DIR 
 QT_MOC_EXECUTABLE) 
 -- Could NOT find wxWidgets (missing:  wxWidgets_FOUND) 
 -- Performing Test _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS
 -- Performing Test _OPENTHREADS_ATOMIC_USE_GCC_BUILTINS - Success
 -- Performing Test _OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS
 -- Performing Test _OPENTHREADS_ATOMIC_USE_MIPOSPRO_BUILTINS - Failed
 -- Performing Test _OPENTHREADS_ATOMIC_USE_SUN
 -- Performing Test _OPENTHREADS_ATOMIC_USE_SUN - Failed
 -- Performing Test _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED
 -- Performing Test _OPENTHREADS_ATOMIC_USE_WIN32_INTERLOCKED - Failed
 -- Performing Test _OPENTHREADS_ATOMIC_USE_BSD_ATOMIC
 -- Performing Test _OPENTHREADS_ATOMIC_USE_BSD_ATOMIC - Success
 -- Looking for pthread_yield
 -- Looking for pthread_yield - not found
 -- Looking for sched_yield
 -- Looking for sched_yield - found
 -- Looking for pthread_setconcurrency
 -- Looking for pthread_setconcurrency - found
 -- Looking for pthread_getconcurrency
 -- Looking for pthread_getconcurrency - found
 -- Looking for pthread_setaffinity_np
 -- Looking for pthread_setaffinity_np - not found
 -- Performing Test HAVE_THREE_PARAM_SCHED_SETAFFINITY
 -- Performing Test HAVE_THREE_PARAM_SCHED_SETAFFINITY - Failed
 -- Performing Test

Re: [osg-users] simplifier tristripifier

2012-03-27 Thread Cedric Pinson
Hi,

So I guess we should make it optional to build tristrip or not. It's completely 
insane the performance difference I have.

Cedric Pinson
Provide OpenGL, WebGL services
+33 659 598 614 - 
http://cedricpinson.com - http://osgjs.org - http://showwebgl.com

On Mar 27, 2012, at 09:23 , Sergey Polischuk wrote:

 Hi Cedric
  
 Cant say bout intel\ati as i didnt tested them, but on nvidia drivers with 
 display lists enabled it works great (in worst case about same speed as 
 single draw call with indexed triangle list)
  
 Without display lists draw speed is awful though.
  
 27.03.2012, 03:57, Cedric Pinson cedric.pin...@plopbyte.com:
 Hi Robert and all users,
 I was wondering if it still makes sense to use the stripifier like in the 
 osgUtils::simplifier, in the end it generates a lot of draw calls and make 
 the geometry slow. To fix this I disabled the stripifier in my osgconv bin 
 when using simplifier.
 I was curious if it makes sense for some other usage ? in the osgjs I use it 
 but at the end I generate dummy vertexes to make one big strip without that 
 it just drains performance.
 I mean if everybody feels the same we could start to submit patch to avoid 
 it or as a standalone operation.
 Any other thoughts about it ?
 Cedric Pinson
 Provide OpenGL, WebGL services
 +33 659 598 614 - 
 http://cedricpinson.com - http://osgjs.org - http://showwebgl.com
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] simplifier tristripifier

2012-03-26 Thread Cedric Pinson
Hi Robert and all users,

I was wondering if it still makes sense to use the stripifier like in the 
osgUtils::simplifier, in the end it generates a lot of draw calls and make the 
geometry slow. To fix this I disabled the stripifier in my osgconv bin when 
using simplifier.
I was curious if it makes sense for some other usage ? in the osgjs I use it 
but at the end I generate dummy vertexes to make one big strip without that it 
just drains performance.

I mean if everybody feels the same we could start to submit patch to avoid it 
or as a standalone operation.
Any other thoughts about it ?


Cedric Pinson
Provide OpenGL, WebGL services
+33 659 598 614 - 
http://cedricpinson.com - http://osgjs.org - http://showwebgl.com

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgexport - new version

2012-03-05 Thread Cedric Pinson
Hi,

That would be nice to report issue on the osgexport project because it's easier 
for me to see it. https://github.com/cedricpinson/osgexport/issues
The other thing that helps is to provide simple example that I could commit in 
the project, then we can use it as non regression tests.

I am able to export the model you talk with blender 2.61 r 42614.
Could you report the log file generated ?

Cedric

Cedric Pinson
Provide OpenGL, WebGL services
+33 659 598 614 - 
http://cedricpinson.com - http://osgjs.org - http://showwebgl.com

On Mar 2, 2012, at 21:40 , Maia Randria wrote:

 Hi Cedric,
 
 Thank you all for this new version. May I ask you with which Blender version 
 did you use for this version ?
 
 I am sorry if I bother you about this problem, but this OSGExporter doesn’t 
 work very well for me (I worked with Blender 2.59.0 r39307 (release version 
 of 2.59) as well as with 2.61.0 r42615, Windows 7-32 bits) and the results 
 are the same.
 
 I explain: for the avatar example (in the avatar directory on the osgexporter 
 website), I got an osg model with black rectangles around the eyes, the 
 mouth, etc. at the same place as of the spheres used to put the eyes, mouth.
 
 I also created 3D models with Makehuman, and no more success: I tried with 
 naked and dressed characters but both failed. For the dressed character, I 
 just got the skirt and a weird box …
 
 Please, may I ask you to have a look at my blend files and see what wrong am 
 I doing ?
 
 Thank you very much.
 
 Maia
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=46001#46001
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] osgexport - new version

2012-02-23 Thread Cedric Pinson
Hi,

There is a new version of the openscenegraph exporter for blender.
https://github.com/cedricpinson/osgexport/tree/master/blender-2.5/build

The multi material bug is fixed and we have the skinning animation support back.
Thanks to all contributors

https://github.com/cedricpinson/osgexport

Cedric

Cedric Pinson
Provide OpenGL, WebGL services
+33 659 598 614 - 
http://cedricpinson.com - http://osgjs.org - http://showwebgl.com

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgexport for blender?

2012-01-19 Thread Cedric Pinson
Yeah skinning animation work but the patch is not yet merged. The patch does 
not allow the exporter to be called from command line. After fixing this it 
should be merged soon in the trunk.
it should be ok next week.

Cedric

Cedric Pinson
Provide OpenGL, WebGL services
+33 659 598 614 - 
http://cedricpinson.com - http://osgjs.org - http://showwebgl.com

On Jan 19, 2012, at 01:34 , Maia Randria wrote:

 Hi Cedric,
 
 I found on https://github.com/cedricpinson/osgexport/pull/4
 
 a new commit.
 
 Is the animation included now and working ?
 
 Maia
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=44901#44901
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Kinect(OpenNI) / Blender - Character / Animation

2012-01-09 Thread Cedric Pinson
Hi,
Skinning is not yet supported on the new blender exporter.

Regards,

Cedric Pinson
Provide OpenGL, WebGL services
+33 659 598 614 - 
http://cedricpinson.com - http://osgjs.org - http://showwebgl.com

On Jan 9, 2012, at 12:31 PM, Benjamin Gehmlich wrote:

 Hi,
 I have a blend-file (test) and want to export this with the animation.
 
 But when I choose Export Animation and take a look at the osg-file, there 
 are no keyframe...?
 
 http://www.uploadarea.de/upload/hs4chpc7v45puymtwfk7vqzdh.html
 
 Thank you!
 
 Cheers,
 Benjamin
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=44705#44705
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Kinect(OpenNI) / Blender - Character / Animation

2012-01-02 Thread Cedric Pinson
Hi,
The best would be to improve the osgexporter to support skinning correctly for 
blender 2.60. The repository is on github, 
https://github.com/cedricpinson/osgexport


Cedric Pinson
Provide OpenGL, WebGL services
+33 659 598 614 - 
http://cedricpinson.com - http://osgjs.org - http://showwebgl.com

On Jan 2, 2012, at 12:41 PM, Benjamin Gehmlich wrote:

 Hi at all and a happy new year.
 
 I want to animate a character in OSG with the Kinect(OpenNI).
 
 My idear was to create an character in Blender(2.59 / 2.6...) with a skeleton.
 But I am not sure how can I export this. I cant install the osgexporter.
 In an other topic from me (Problems with setInfluenceMap to RigGeometry) I 
 used a little python script. 
 
 This writes bonename, pointinex and weight in an txt file.
 Then I export the mesh as an OBJ-File.
 But I think this isn't a good way.
 
 Have anybody a better idear?
 
 Thank you!
 
 Cheers,
 Benjamin
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=44519#44519
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] showwebgl.com updated - show osg models on the web

2011-12-15 Thread Cedric Pinson
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi,

I updated http://showwebgl.com . This site let you show 3d models
using webgl. Because it's done with osgjs and osg, It can read most of
osg formats.

Have a try if you are curious

Cedric

- -- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.11 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

iEYEARECAAYFAk7qnecACgkQs6ZHzVQN0Ihu+QCeJZBH30P48Ftarj6U//zxrKqV
pz4An1/lNm4Tzc+M9R2qUqF9gwKDD3sW
=UDtO
-END PGP SIGNATURE-
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OpenSceneGraphExport

2011-12-14 Thread Cedric Pinson
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi David,

Sorry but I dont have experience with this version of the exporter.
You should contact the author if you want more informations.

The way I did with the example I sent you is:
select model name and filename (with the Config of osgconf) then run
the export process.

So you can loop on a list of models and run an export process for each
set.

Those two files give you an idea how I exported different models/scene
from blender for the game. It's a bit outdated but the process is
still true.
http://hg.plopbyte.net/pokme/file/94f597f53799/tools/blenderExporter/pokme/pokmescene.py
and
http://hg.plopbyte.net/pokme/file/94f597f53799/tools/blenderExporter/pokme/room.py

Regards,
Cedric

On 12/14/2011 11:58 AM, David Jardim wrote:
 Hi Cedric,
 
 First of all thank you for your help :)
 
 I will try and explore pokme and see if I can find what I need. But
 maybe I did not explain myself very well. Initially a was using
 the other OSG exporter which i added to the *C:\Program
 Files\Blender Foundation\Blender\2.60\scripts\addons* folder. My
 script is also in this folder. Then from my script I simply added a
 import statement like this: *import io_export_osg *and then I could
 call the function to export the meshes to OSG.
 
 I want to export each MESH to a single OSG file using your script.
 So I run through all the objects in the scene and if the type is a
 MESH i would export them to OSG. If I could import your script into
 mine maybe I would only need to call the
 *OpenSceneGraphExport(config) *method?
 
 Thank you very much,
 
 David
 
 
 
 
 2011/12/13 Cedric Pinson cedric.pin...@plopbyte.com 
 mailto:cedric.pin...@plopbyte.com
 
 Hi David, It's not an easy example, but a concret one. pokme was a
 game and all 3d data came from blender and exported with the osg
 exporter with customized script. 
 http://hg.plopbyte.net/pokme/file/94f597f53799/tools/blenderExporter

 
you can ignore animtk folder
 
 It's easier to setup real example than talking, so if you are
 trying to build a pipeline from blender, tell me/ show me what you
 are doing and I will help you.
 
 Cheers, Cedric
 
 On 12/12/2011 05:05 PM, David Jardim wrote:
 Hello Cedric,
 
 I have successfully installed your OSG exporter in Blender
 (through a .zip file) but i need your help in something:
 
 * How do I import your script into a script of mine? I've tried 
 import osgExport but it does not work * After successfully 
 importing your script into mine, how can i call a function that 
 will export some of the objects of my scene to OSG using your 
 exporter?
 
 Thank you very much for your time and you awesome script :)
 
 David
 
 
 
 

- -- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.11 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

iEYEARECAAYFAk7oiecACgkQs6ZHzVQN0IhiWACgiGqeT+d49FdJLrGkXiVO+omb
UgUAnjrIstKwZM4BeFcrpY982XlXbjdr
=BZ0a
-END PGP SIGNATURE-
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OpenSceneGraphExport

2011-12-13 Thread Cedric Pinson
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi David,
It's not an easy example, but a concret one. pokme was a game and all
3d data came from blender and exported with the osg exporter with
customized script.
http://hg.plopbyte.net/pokme/file/94f597f53799/tools/blenderExporter
you can ignore animtk folder

It's easier to setup real example than talking, so if you are trying
to build a pipeline from blender, tell me/ show me what you are doing
and I will help you.

Cheers,
Cedric

On 12/12/2011 05:05 PM, David Jardim wrote:
 Hello Cedric,
 
 I have successfully installed your OSG exporter in Blender (through
 a .zip file) but i need your help in something:
 
 * How do I import your script into a script of mine? I've tried 
 import osgExport but it does not work * After successfully
 importing your script into mine, how can i call a function that
 will export some of the objects of my scene to OSG using your
 exporter?
 
 Thank you very much for your time and you awesome script :)
 
 David
 

- -- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.11 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

iEYEARECAAYFAk7n1uoACgkQs6ZHzVQN0IifdgCZAZ7VIiUOKbnaK/O3gOwQxyi4
l1UAnA7othCuF8GdQn4xHbciy/hJM2Yg
=0UcY
-END PGP SIGNATURE-
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgexport for blender?

2011-12-07 Thread Cedric Pinson
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi,
you can export animation without armature in blender. It will uses
osgAnimation in osg. You can see examples about osgAnimation in the
directory examples of osg.

Cheers,
Cedric

On 12/06/2011 09:50 PM, Maia Randria wrote:
 Hi,
 
 Thank you very much.
 
 BTW, what kind of animation should be worth to be done with Blender
 and exported to OSG since with OSG, we can also do animation ?
 
 Maia
 
 
 
 Cedric Pinson wrote: Thank you, I fixed the problem, btw it's not
 exported correctly because of skeleton. Anyway now it save it
 without error.
 
 Need to update the animation part to export skeleton correctly.
 
 If you have other models that produces error, I will be happy to
 fix it.
 
 Cedric
 
 On 12/01/2011 04:45 PM, Maia Randria wrote:
 
 Hi,
 
 I downloaded this model here: 
 http://e2-productions.com/repository/modules/PDdownloads/singlefile.php?cid=1lid=12


 
(Low Poly Female Model by TiZeta).
 
 Thanks,
 
 Maia
 
 -- Read this topic online here: 
 http://forum.openscenegraph.org/viewtopic.php?p=44164#44164
 
 
 
 
 
 ___ osg-users
 mailing list 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 
___
 osg-users mailing list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


 
- --
 Post generated by Mail2Forum
 
 
 -- Read this topic online here: 
 http://forum.openscenegraph.org/viewtopic.php?p=44248#44248
 
 
 
 
 
 ___ osg-users mailing
 list osg-users@lists.openscenegraph.org 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

 
- -- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.11 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

iEYEARECAAYFAk7fUoQACgkQs6ZHzVQN0IiftwCcCuhoZnb/qfgKg8sq5tX6sDA2
JOkAoJrV7u75Jnz43gyKES4TrwwiHEQt
=cVg7
-END PGP SIGNATURE-
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgexport script can't be enabled

2011-12-04 Thread Cedric Pinson
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi,
welcome, currently not all animations are supported. You can export
'solid' animation but not skeleton animation. It should work soon.

Cedric

On 12/03/2011 06:53 PM, Nate Hopkins wrote:
 Thanks for your patience.  I got it working by not unzipping the
 file. Does your addon support animation?
 
 Thanks again, Nate
 
 
 On Fri, Dec 2, 2011 at 6:42 PM, Cedric Pinson 
 cedric.pin...@plopbyte.com mailto:cedric.pin...@plopbyte.com
 wrote:
 
 To install last version of the exporter go in user preference,
 then 'install addons' with the zip file inside blender-2.5/build/ 
 (https://github.com/cedricpinson/osgexport/blob/master/blender-2.5/build/osgexport-0.9.0.zip)

  user the zip with 'install addon'
 
 install addons works only with zip or single file. In our case
 it's the zip.
 
 Cedric
 
 On 12/03/2011 03:39 AM, Nate Hopkins wrote:
 I first copy the osg folder and osgExport.py to:
 
 
 C:\Users\hopkins\AppData\Roaming\BlenderFoundation\Blender\.blender\scripts

 
 Next, I use install addons buttons in preferences, navigate to
 the path above, select osgExport.py and click install Addon.
 
 The addon shows up but I am unable to check the enable box for
 it.
 
 How do you run blender from the command line?
 
 Thank you. -Nate
 
 
 On Fri, Dec 2, 2011 at 6:08 PM, Cedric Pinson 
 cedric.pin...@plopbyte.com mailto:cedric.pin...@plopbyte.com
 mailto:cedric.pin...@plopbyte.com
 mailto:cedric.pin...@plopbyte.com
 wrote:
 
 Using 'install addons' should install it in the good place.
 Anyway if you run blender from command line it should write on it
 what's wrong, can you send the log please ?
 
 Cedric
 
 On 12/03/2011 02:34 AM, Nate Hopkins wrote:
 It still dosn't work.  The new osgExport.py is identical to
 the old one. -Nate
 
 On Fri, Dec 2, 2011 at 4:19 PM, Cedric Pinson 
 cedric.pin...@plopbyte.com
 mailto:cedric.pin...@plopbyte.com
 mailto:cedric.pin...@plopbyte.com
 mailto:cedric.pin...@plopbyte.com
 mailto:cedric.pin...@plopbyte.com
 mailto:cedric.pin...@plopbyte.com 
 mailto:cedric.pin...@plopbyte.com
 mailto:cedric.pin...@plopbyte.com
 wrote:
 
 Hi,
 
 use the zip file inside
 
 
 https://github.com/cedricpinson/osgexport/tree/master/blender-2.5/build/

 
 
 And install it on blender 2.6 with the function install addons 
 in the user preference.
 
 Cedric
 
 On 12/02/2011 10:50 PM, Nate Hopkins wrote:
 Hi Cedric, I cannot enable your osgexport script for
 blender. The enable box
 can't
 be checked.  To install, I placed the the contents of the 
 exporter folder (osg folder and osgExport.py) in 
 C:\Users\hopkins\AppData\Roaming\Blender 
 Foundation\Blender\.blender\scripts.  I tried Blender 2.60
 and 2.59, both 64 bit.  I am running Windows 7 64bit.  Any
 help would be
 appreciated.
 -Nate
 
 
 
 
 
 
 
 
 

- -- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.11 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

iEYEARECAAYFAk7bjK8ACgkQs6ZHzVQN0IgbQgCePLWxbP6CF4YNCnxMrrKTa2Eh
yMIAnAqkwY0UubtteQDP+/OQRwaTWiRf
=P7O6
-END PGP SIGNATURE-
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgexport script can't be enabled

2011-12-02 Thread Cedric Pinson
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi,

use the zip file inside
https://github.com/cedricpinson/osgexport/tree/master/blender-2.5/build/

And install it on blender 2.6 with the function install addons in the
user preference.

Cedric

On 12/02/2011 10:50 PM, Nate Hopkins wrote:
 Hi Cedric,
 I cannot enable your osgexport script for blender.  The enable box can't
 be checked.  To install, I placed the the contents of the exporter
 folder (osg folder and osgExport.py)
 in C:\Users\hopkins\AppData\Roaming\Blender
 Foundation\Blender\.blender\scripts.  I tried Blender 2.60 and 2.59,
 both 64 bit.  I am running Windows 7 64bit.  Any help would be appreciated.
 -Nate

- -- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.11 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

iEYEARECAAYFAk7ZawEACgkQs6ZHzVQN0IgfXACgjN2ysMDCpdlu0o46ulE5LAQt
VVEAnjWD3tSwsdgk3UdiUtT9kqVbhdw4
=SNBw
-END PGP SIGNATURE-
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgexport script can't be enabled

2011-12-02 Thread Cedric Pinson
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Using 'install addons' should install it in the good place. Anyway if
you run blender from command line it should write on it what's wrong,
can you send the log please ?

Cedric

On 12/03/2011 02:34 AM, Nate Hopkins wrote:
 It still dosn't work.  The new osgExport.py is identical to the old
 one. -Nate
 
 On Fri, Dec 2, 2011 at 4:19 PM, Cedric Pinson 
 cedric.pin...@plopbyte.com mailto:cedric.pin...@plopbyte.com
 wrote:
 
 Hi,
 
 use the zip file inside 
 https://github.com/cedricpinson/osgexport/tree/master/blender-2.5/build/

  And install it on blender 2.6 with the function install addons in
 the user preference.
 
 Cedric
 
 On 12/02/2011 10:50 PM, Nate Hopkins wrote:
 Hi Cedric, I cannot enable your osgexport script for blender.
 The enable box
 can't
 be checked.  To install, I placed the the contents of the
 exporter folder (osg folder and osgExport.py) in
 C:\Users\hopkins\AppData\Roaming\Blender 
 Foundation\Blender\.blender\scripts.  I tried Blender 2.60 and
 2.59, both 64 bit.  I am running Windows 7 64bit.  Any help would
 be
 appreciated.
 -Nate
 
 
 

- -- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.11 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

iEYEARECAAYFAk7ZhLcACgkQs6ZHzVQN0Ihm9ACgm3mbzLYyFNNGK5oGZa1fKdPE
99YAoI/R/0H1jOgTQrcMN4xq5im3TXXm
=0H2l
-END PGP SIGNATURE-
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgexport script can't be enabled

2011-12-02 Thread Cedric Pinson
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

To install last version of the exporter go in user preference, then
'install addons' with the zip file inside blender-2.5/build/
(https://github.com/cedricpinson/osgexport/blob/master/blender-2.5/build/osgexport-0.9.0.zip)

user the zip with 'install addon'

install addons works only with zip or single file. In our case it's
the zip.

Cedric

On 12/03/2011 03:39 AM, Nate Hopkins wrote:
 I first copy the osg folder and osgExport.py to:
 
 C:\Users\hopkins\AppData\Roaming\BlenderFoundation\Blender\.blender\scripts

  Next, I use install addons buttons in preferences, navigate to the
 path above, select osgExport.py and click install Addon.
 
 The addon shows up but I am unable to check the enable box for it.
 
 How do you run blender from the command line?
 
 Thank you. -Nate
 
 
 On Fri, Dec 2, 2011 at 6:08 PM, Cedric Pinson 
 cedric.pin...@plopbyte.com mailto:cedric.pin...@plopbyte.com
 wrote:
 
 Using 'install addons' should install it in the good place. Anyway
 if you run blender from command line it should write on it what's
 wrong, can you send the log please ?
 
 Cedric
 
 On 12/03/2011 02:34 AM, Nate Hopkins wrote:
 It still dosn't work.  The new osgExport.py is identical to the
 old one. -Nate
 
 On Fri, Dec 2, 2011 at 4:19 PM, Cedric Pinson 
 cedric.pin...@plopbyte.com mailto:cedric.pin...@plopbyte.com
 mailto:cedric.pin...@plopbyte.com
 mailto:cedric.pin...@plopbyte.com
 wrote:
 
 Hi,
 
 use the zip file inside
 
 https://github.com/cedricpinson/osgexport/tree/master/blender-2.5/build/

 
 And install it on blender 2.6 with the function install addons
 in the user preference.
 
 Cedric
 
 On 12/02/2011 10:50 PM, Nate Hopkins wrote:
 Hi Cedric, I cannot enable your osgexport script for blender. 
 The enable box
 can't
 be checked.  To install, I placed the the contents of the 
 exporter folder (osg folder and osgExport.py) in 
 C:\Users\hopkins\AppData\Roaming\Blender 
 Foundation\Blender\.blender\scripts.  I tried Blender 2.60 and 
 2.59, both 64 bit.  I am running Windows 7 64bit.  Any help
 would be
 appreciated.
 -Nate
 
 
 
 
 
 

- -- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.11 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

iEYEARECAAYFAk7ZjKsACgkQs6ZHzVQN0IimKwCfdtVjC6yPi4gxfmsbJaD7Gr3s
KV8AnAox7/TV8to4nz4VWUgaX247UVis
=2d75
-END PGP SIGNATURE-
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgexport for blender?

2011-12-01 Thread Cedric Pinson
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi,

Can you share your model or at least report the full log of the error
? It will help a lot to fix it.

Cedric

On 11/29/2011 04:45 PM, Maia Randria wrote:
 Hi,
 
 Yes, I installed this one.
 
 After reading some posts, I understand that there are two OSG
 exporters for Blender: 1. yours, which does not support animation
 at the moment, if I understand; 2. and the one from Damyon: 
 https://code.google.com/p/blender-osgexport-25/ which supports
 animations and armatures.
 
 Am I right ?
 
 Which one is more robust and more mature at this moment  ?
 
 Also, those two exporters work for Blender 2.5x, does someone try
 exportation with the latest Blender version 2.6 ?
 
 Thank you very much for your work,
 
 Maia
 
 
 Cedric Pinson wrote: Did you try this 
 https://github.com/cedricpinson/osgexport ?
 
 Cedric On 11/25/2011 11:46 PM, Maia Randria wrote:
 
 Hi,
 
 Sorry, but I am very confused with the OSG exporter from
 Blender.
 
 Which OSG exporter works for Blender  2.6 (the latest
 version) ? Could you the right website to download it ?
 
 Thanks,
 
 Maia
 
 
 
 Jeremy Moles wrote:
 
 On Fri, 2011-09-23 at 16:38 +0200, Alberto Luaces wrote:
 
 
 Benjamin Gehmlich writes:
 
 
 
 Hi Alberto, thanks for your answer, but there is a
 Problem with blender.
 
 
 When I want to add  the osgExport file (Install
 Add-On), there happens nothing.
 
 What I have done 1.) put the osg folder in 
 blender-2.59/2.59/scripts/addons 2.) the osgExport.py
 in blender-2.59 3.) started Blender - User Preferences
 - Install Add-On 4.) then chose osgExport.py
 
 By the other versions I used, after this I saw an
 entry.
 
 Is there a mistake?
 
 The other versions worked good for normaly exports, but
 when I chose Armatur by the mesh as parent it did not
 export. Therefore I used the Modifier Armatur and i
 could export as osg but the mesh was not correct.
 
 
 
 Benjamin,
 
 I don't fully understand how you are installing the
 add-on, but you have to take into consideration that the
 plugin doesn't only need osgExport.py, but the `osg'
 directory as well. Also, start Blender from the command
 line in order to check if the script is not found by your
 Python installation.
 
 
 
 The state of the Blender export(s) requires some
 explanation...
 
 Some history: Alberto wrote the first osgexport.py. A few
 years later, Cedric and myself came along and improved (?)
 it, in a very general sense. Another year later, Cedric
 wrote animtk, which eventually became osgAnimation, and
 added support for that as well into the exporter.
 
 Then, along came Blender 2.5. It drastically changed the
 way data is represented and enumerated in Python
 internally. Cedric adapted the Mesh exports easily enough,
 but the Animation exporting remains non-functional. You can
 find all of this code here (git):
 
 https://github.com/cedricpinson/osgexport.git
 
 HOWEVER, another exporter has come into light. I'm not sure
 WHY this individual chose to start over (rather than add to
 the existing exporter), I do not know. The code base has
 become quite large however, so perhaps that is the reason.
 There are also comments in the source to the main
 exporter that he actually did work on it at some point. His
 code DOES support animation export, but it isn't as robust
 as the original in other ways. You can find that code here
 (git):
 
 https://code.google.com/p/blender-osgexport-25/
 
 To be completely honest, the state of all of this is a
 total mess. We now have 2 exporters, each possessing
 features the other lacks, and neither of which are
 (anymore) particularly clean or usable code bases.
 
 I've talked with Cedric about the future of the original 
 exporter, and it certainly hasn't been forgotten, but he is
 an extremely, EXTREMELY busy person and it may be a while
 before anything happens.
 
 I also tried adapting the code from Wiese's exporter
 myself, but I can't follow either of the exporters anymore,
 so no luck there...
 
 
 ___ osg-users
 mailing list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org






 
- --
 
 
 Post generated by Mail2Forum
 
 
 
 -- Read this topic online here: 
 http://forum.openscenegraph.org/viewtopic.php?p=44047#44047
 
 
 
 
 
 ___ osg-users
 mailing list 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org




 
___
 osg-users mailing list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


 
- --
 Post generated by Mail2Forum
 
 
 -- Read this topic online here: 
 http://forum.openscenegraph.org/viewtopic.php?p=44116#44116
 
 
 
 
 
 ___ osg-users mailing
 list osg-users@lists.openscenegraph.org 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users

Re: [osg-users] osgexport for blender?

2011-12-01 Thread Cedric Pinson
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Thank you,
I fixed the problem, btw it's not exported correctly because of
skeleton. Anyway now it save it without error.

Need to update the animation part to export skeleton correctly.

If you have other models that produces error, I will be happy to fix it.

Cedric

On 12/01/2011 04:45 PM, Maia Randria wrote:
 Hi,
 
 I downloaded this model here: 
 http://e2-productions.com/repository/modules/PDdownloads/singlefile.php?cid=1lid=12

  (Low Poly Female Model by TiZeta).
 
 Thanks,
 
 Maia
 
 -- Read this topic online here: 
 http://forum.openscenegraph.org/viewtopic.php?p=44164#44164
 
 
 
 
 
 ___ osg-users mailing
 list osg-users@lists.openscenegraph.org 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

 
- -- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.11 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

iEYEARECAAYFAk7YCTwACgkQs6ZHzVQN0IgDyQCeP3TJhqLwjNLA27xk1dUhdrD7
FkIAn3tXd0AEU2hA2bOvJ2+oTMhbqaPk
=qj+O
-END PGP SIGNATURE-
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgexport for blender?

2011-11-30 Thread Cedric Pinson
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi,
Can you report send the model in order I reproduce the problem ? or a
model that produces similar problems ?

Cedric

On 11/30/2011 03:28 PM, Maia Randria wrote:
 Hi Cedric,
 
 With Blender 2.6, for some 3D models, the model is exported
 (xxx.osg is created on the Blender interface) but there are bugs in
 writing the file on disk (the file is 0K on disk). Here are some
 bugs reporting:
 
 - ..\osgdata.py, line 497, in write, self.root.write(sfile); -
 ..\osgobject.py, line 87, in write,
 Write.SerializeInstanceOrUselt(self,output); - ..\osgobject.py,
 line 566, in serializeContent, i.write(outout)
 
 
 etc.
 
 Cheers,
 
 Maia
 
 -- Read this topic online here: 
 http://forum.openscenegraph.org/viewtopic.php?p=44134#44134
 
 
 
 
 
 ___ osg-users mailing
 list osg-users@lists.openscenegraph.org 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

 
- -- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.11 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

iEYEARECAAYFAk7WQL4ACgkQs6ZHzVQN0Iio6gCfR5FILYo0HIOfLne2Gx4sW9vE
VTgAn1EL2TP4OxRei4nicZVqHRyo8UXT
=v8lf
-END PGP SIGNATURE-
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgexport for blender?

2011-11-29 Thread Cedric Pinson
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi,
You get it. Damyon has work on his one to experiment and have
something working quickly mine comes from blender 2.49 and is done to
be able to make other exporter on top of it. Like a custom exporter
that export osg data but user can tweak the exporter.
Ideally if you dont need armature/animation it would be better to use
mine. The work of Daymon (thank you a lot man) should be reported asap
to mine on github.
Same thing about bugs if you find bugs please report it on github. Off
course if you need armatures/animations use Daymon exporter.

It should work fine with blender 2.6 but I have not tried yet, so if
you have problem report it I should be reactive for small fix.

Regards,
Cedric

On 11/29/2011 04:45 PM, Maia Randria wrote:
 Hi,
 
 Yes, I installed this one.
 
 After reading some posts, I understand that there are two OSG
 exporters for Blender: 1. yours, which does not support animation
 at the moment, if I understand; 2. and the one from Damyon: 
 https://code.google.com/p/blender-osgexport-25/ which supports
 animations and armatures.
 
 Am I right ?
 
 Which one is more robust and more mature at this moment  ?
 
 Also, those two exporters work for Blender 2.5x, does someone try
 exportation with the latest Blender version 2.6 ?
 
 Thank you very much for your work,
 
 Maia
 
 
 Cedric Pinson wrote: Did you try this 
 https://github.com/cedricpinson/osgexport ?
 
 Cedric On 11/25/2011 11:46 PM, Maia Randria wrote:
 
 Hi,
 
 Sorry, but I am very confused with the OSG exporter from
 Blender.
 
 Which OSG exporter works for Blender  2.6 (the latest
 version) ? Could you the right website to download it ?
 
 Thanks,
 
 Maia
 
 
 
 Jeremy Moles wrote:
 
 On Fri, 2011-09-23 at 16:38 +0200, Alberto Luaces wrote:
 
 
 Benjamin Gehmlich writes:
 
 
 
 Hi Alberto, thanks for your answer, but there is a
 Problem with blender.
 
 
 When I want to add  the osgExport file (Install
 Add-On), there happens nothing.
 
 What I have done 1.) put the osg folder in 
 blender-2.59/2.59/scripts/addons 2.) the osgExport.py
 in blender-2.59 3.) started Blender - User Preferences
 - Install Add-On 4.) then chose osgExport.py
 
 By the other versions I used, after this I saw an
 entry.
 
 Is there a mistake?
 
 The other versions worked good for normaly exports, but
 when I chose Armatur by the mesh as parent it did not
 export. Therefore I used the Modifier Armatur and i
 could export as osg but the mesh was not correct.
 
 
 
 Benjamin,
 
 I don't fully understand how you are installing the
 add-on, but you have to take into consideration that the
 plugin doesn't only need osgExport.py, but the `osg'
 directory as well. Also, start Blender from the command
 line in order to check if the script is not found by your
 Python installation.
 
 
 
 The state of the Blender export(s) requires some
 explanation...
 
 Some history: Alberto wrote the first osgexport.py. A few
 years later, Cedric and myself came along and improved (?)
 it, in a very general sense. Another year later, Cedric
 wrote animtk, which eventually became osgAnimation, and
 added support for that as well into the exporter.
 
 Then, along came Blender 2.5. It drastically changed the
 way data is represented and enumerated in Python
 internally. Cedric adapted the Mesh exports easily enough,
 but the Animation exporting remains non-functional. You can
 find all of this code here (git):
 
 https://github.com/cedricpinson/osgexport.git
 
 HOWEVER, another exporter has come into light. I'm not sure
 WHY this individual chose to start over (rather than add to
 the existing exporter), I do not know. The code base has
 become quite large however, so perhaps that is the reason.
 There are also comments in the source to the main
 exporter that he actually did work on it at some point. His
 code DOES support animation export, but it isn't as robust
 as the original in other ways. You can find that code here
 (git):
 
 https://code.google.com/p/blender-osgexport-25/
 
 To be completely honest, the state of all of this is a
 total mess. We now have 2 exporters, each possessing
 features the other lacks, and neither of which are
 (anymore) particularly clean or usable code bases.
 
 I've talked with Cedric about the future of the original 
 exporter, and it certainly hasn't been forgotten, but he is
 an extremely, EXTREMELY busy person and it may be a while
 before anything happens.
 
 I also tried adapting the code from Wiese's exporter
 myself, but I can't follow either of the exporters anymore,
 so no luck there...
 
 
 ___ osg-users
 mailing list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org






 
- --
 
 
 Post generated by Mail2Forum
 
 
 
 -- Read this topic online here: 
 http://forum.openscenegraph.org/viewtopic.php?p=44047#44047
 
 
 
 
 
 ___ osg-users

Re: [osg-users] osgexport for blender?

2011-11-26 Thread Cedric Pinson
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Did you try this
https://github.com/cedricpinson/osgexport
?

Cedric
On 11/25/2011 11:46 PM, Maia Randria wrote:
 Hi,
 
 Sorry, but I am very confused with the OSG exporter from Blender.
 
 Which OSG exporter works for Blender  2.6 (the latest version) ? 
 Could you the right website to download it ?
 
 Thanks,
 
 Maia
 
 
 
 Jeremy Moles wrote:
 On Fri, 2011-09-23 at 16:38 +0200, Alberto Luaces wrote:
 
 Benjamin Gehmlich writes:
 
 
 Hi Alberto, thanks for your answer, but there is a Problem
 with blender.
 
 
 When I want to add  the osgExport file (Install Add-On),
 there happens nothing.
 
 What I have done 1.) put the osg folder in
 blender-2.59/2.59/scripts/addons 2.) the osgExport.py in
 blender-2.59 3.) started Blender - User Preferences -
 Install Add-On 4.) then chose osgExport.py
 
 By the other versions I used, after this I saw an entry.
 
 Is there a mistake?
 
 The other versions worked good for normaly exports, but when
 I chose Armatur by the mesh as parent it did not export. 
 Therefore I used the Modifier Armatur and i could export as
 osg but the mesh was not correct.
 
 
 Benjamin,
 
 I don't fully understand how you are installing the add-on, but
 you have to take into consideration that the plugin doesn't
 only need osgExport.py, but the `osg' directory as well. Also,
 start Blender from the command line in order to check if the
 script is not found by your Python installation.
 
 
 The state of the Blender export(s) requires some explanation...
 
 Some history: Alberto wrote the first osgexport.py. A few years
 later, Cedric and myself came along and improved (?) it, in a
 very general sense. Another year later, Cedric wrote animtk,
 which eventually became osgAnimation, and added support for that
 as well into the exporter.
 
 Then, along came Blender 2.5. It drastically changed the way data
 is represented and enumerated in Python internally. Cedric
 adapted the Mesh exports easily enough, but the Animation
 exporting remains non-functional. You can find all of this code
 here (git):
 
 https://github.com/cedricpinson/osgexport.git
 
 HOWEVER, another exporter has come into light. I'm not sure WHY
 this individual chose to start over (rather than add to the
 existing exporter), I do not know. The code base has become quite
 large however, so perhaps that is the reason. There are also
 comments in the source to the main exporter that he actually
 did work on it at some point. His code DOES support animation
 export, but it isn't as robust as the original in other ways. You
 can find that code here (git):
 
 https://code.google.com/p/blender-osgexport-25/
 
 To be completely honest, the state of all of this is a total
 mess. We now have 2 exporters, each possessing features the other
 lacks, and neither of which are (anymore) particularly clean or
 usable code bases.
 
 I've talked with Cedric about the future of the original
 exporter, and it certainly hasn't been forgotten, but he is an
 extremely, EXTREMELY busy person and it may be a while before
 anything happens.
 
 I also tried adapting the code from Wiese's exporter myself, but
 I can't follow either of the exporters anymore, so no luck
 there...
 
 
 ___ osg-users mailing
 list
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


 
- --
 Post generated by Mail2Forum
 
 
 -- Read this topic online here: 
 http://forum.openscenegraph.org/viewtopic.php?p=44047#44047
 
 
 
 
 
 ___ osg-users mailing
 list osg-users@lists.openscenegraph.org 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

 
- -- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.11 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

iEYEARECAAYFAk7Q8zoACgkQs6ZHzVQN0IhImgCeMHwNyBsRsmTKG9MsS53Bnxtr
d4sAn0bL+WKkUFWdkW95rsrRuatiKOKY
=0xoX
-END PGP SIGNATURE-
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] osgjs-plugin / opengl es

2011-11-24 Thread Cedric Pinson
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi,
I refactored the osgjs-plugin and I thought that it could interest
people working with opengl es. webgl is built ontop of opengles so
optimization work for both.
Maybe the part that split models into 64k drawelements, merge tristrip
into one with degenerate triangle could be separated and submitted as
pseudo loader.
I am just submitting the idea to check if other guys are interested.

The code is
https://github.com/cedricpinson/osg/tree/master/src/osgPlugins/osgjs

I wrote a simple post to lists options
http://osgjs.org/2011/11/osgjs-plugin-optimizations/

Cedric

- -- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.11 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

iEYEARECAAYFAk7OcdsACgkQs6ZHzVQN0IifegCgkGgGbkWKox116Wura7MyFxWj
DosAn2ie4WEG3/B7CfOdGWSG2vnd61ax
=kZun
-END PGP SIGNATURE-
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OSG Exporter

2011-10-26 Thread Cedric Pinson
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

osg exporter is able to work with blender 2.5x. The exporter is
located on github.

https://github.com/cedricpinson/osgexport/

Cheers,
Cedric

On 10/26/2011 12:10 PM, David Jardim wrote:
 Hello Cedric,
 
 I'm currently working at a project where we would like to use
 Blender to create a scene and then export each object to OSG. I
 have two questions hopefully you could find some time to answer me
 on this.
 
 * Is there a way to make the OSG exporter work in Blender 2.5.X? *
 As a last resort we could use Blender 2.4, i need to create a
 script that exports some objects of the scene to OSG, how can i
 call the OSG exporter from within my script and pass an object to
 export?
 
 Thank you very much.
 
 David

- -- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.11 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

iEYEARECAAYFAk6n+8sACgkQs6ZHzVQN0IidGwCePRbjTCd8cTZWbTkJO5TZszX8
9F4AniQCG9RIjEDd737E0Sj9+U98Cf76
=+h45
-END PGP SIGNATURE-
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgExport work flow

2011-10-16 Thread Cedric Pinson
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi,
Here how it works. I suppose you use default skinning implementation
not the hardware one and a recent version of osg.

During update traversal, the RigGeometry will be updated with the
UpdateVertex callback (see include/osgAnimation/RigGeometry ).
This callback do stuff with the skeleton and at the end will call the
method RigGeometry::update.
RigGeomtry::update will call the RigTransform implementation. By
default a RigGeometry will use a software implementation so it should
call RigTransformSoftware. see below


void RigGeometry::update()
{
if (!getRigTransformImplementation())
{
_rigTransformImplementation = new RigTransformSoftware;
}

RigTransform implementation = *getRigTransformImplementation();
(implementation)(*this); // this line will update your model
}


So after the update traversal you should be able to get your model
transformed


Cedric

On 10/17/2011 12:35 AM, Aaron Wetzler wrote:
 Hi Cedric,
 
 I was wondering if there is an easy way to get the skinned vertices
 of a rigged model mesh in osganimation i.e. after they have
 undergone their transformations from the skeleton. I have looked
 and havnt managed to find where this is done. Basically all I need
 are the transformed vertices as a list.
 
 We need this for research we are doing and Ive spent about 10 hours
 on it already and am feeling a bit frustrated.
 
 Looking forward to hearing from you
 
 Aaron
 
 
 On 5 July 2011 00:16, Aaron Wetzler aaronwetz...@gmail.com 
 mailto:aaronwetz...@gmail.com wrote:
 
 I found a simple fix.
 
 I think you must have deleted Skinning a long time ago because the 
 code in your current hg repo works fine and doesnt include
 Skinning 
 http://hg.plopbyte.net/osg-trunk/file/e958c9354d0d/examples/osganimationskinning/osganimationskinning.cpp

 
 
 On 5 July 2011 01:11, Cedric Pinson cedric.pin...@plopbyte.com 
 mailto:cedric.pin...@plopbyte.com wrote:
 
 Could you post it on the mailing list because I dont maintain 2.8
 branch from a long time ago.
 
 Cedric
 
 On Tue, 2011-07-05 at 01:08 +0300, Aaron Wetzler wrote:
 sorry, i meant that there is no file called Skinning in 
 OSG_ROOT/include/osgAnimation
 
 On 5 July 2011 00:57, Aaron Wetzler aaronwetz...@gmail.com
 mailto:aaronwetz...@gmail.com wrote:
 Hi Cedric
 
 
 I installed OpenSceneGraph 2.8.4 for 64bit VS2010 from
 http://openscenegraph.alphapixel.com/osg/downloads/free-openscenegraph-binary-downloads

  and downloaded the 2.8.4 skinning example code
 from
 http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.0/examples/osganimationskinning/

 
 
 
 All of the examples in the binary folders work
 including the
 skinninganimation.exe . However when I try creating a
 project
 that uses the code from the svn above it doesnt compile because
 there is no skinning header i.e. there is no Skinning file in
 OSG_ROOT/include
 
 
 Any idea what the problem is?
 
 
 Aaron
 
 
 On 14 June 2011 00:52, Aaron Wetzler
 aaronwetz...@gmail.com mailto:aaronwetz...@gmail.com
 wrote: Hehe :) No worries
 
 
 
 On 14 June 2011 00:51, Cedric Pinson cedric.pin...@plopbyte.com
 mailto:cedric.pin...@plopbyte.com wrote:
 Wrong mail sorry :)
 
 
 On Tue, 2011-06-14 at 00:48 +0300, Aaron Wetzler wrote:
 Hi Im not quite sure I follow what you
 mean...?
 Aaron
 
 On 14 June 2011 00:05, Cedric Pinson
 cedric.pin...@plopbyte.com
 mailto:cedric.pin...@plopbyte.com
 wrote: Hi I still need an archive
 to start
 to merge your your work.
 Could you send me one ?
 
 Cedric
 
 
 On Sat, 2011-06-04 at 17:08
 +0300,
 Aaron Wetzler wrote:
 Thanks!
 
 
 I should have put it on the
 mailing list I just wasnt sure
 if you
 would be notified of the
 question
 because someone else had
 posted
 after you.I will try your
 recommendation tomorrow
 
 
 Cheers
 
 
 Aaron
 
 On 4 June 2011 16:34, Cedric
 Pinson
 cedric.pin...@plopbyte.com
 mailto:cedric.pin...@plopbyte.com
 wrote: Hi,
 
 I copyied the
 message on
 the mailing list in case
 other users
 have same questions.
 
 
 
 
 First of all
 thanks for
 the effort you have put
 into the
 osgExport.
 Its great that
 someone
 is maintaining the script.
 
 
 As I mentioned
 in the
 OSG forum I need to:
 1. Import a mesh
 of a
 hand (.obj) into blender.
 Create an
 armature in
 Blender 2. Skin the armature
 with the hand mesh.
 3. Export this
 armature
 and mesh into OSG.
 4. Alter the
 armature
 poses in OSG and output a
 set of jpgs
 or bmps of
 the depth maps
 of the
 resulting poses.
 
 
 Is this possible
 using
 the blender 2.49, osg 2.8.0
 and the
 osgExport
 script?  I have
 imported
 into blender a plain .bvh
 file then
 exported
 that succesfully
 using
 osgExport (  ) to
 test.osg. But
 when I try to
 run osgviewer
 test.osg
 it gives me a series of
 errors
 saying:
 Warning can't
 update
 Bone, path to parent
 
 AnimationManagerBase not
 found
 
 osg-2.8.0 contains
 an old
 version of osgAnimation
 that I think
 is not compatible anymore

[osg-users] osgjs - RenderBin and Transparency

2011-10-04 Thread Cedric Pinson
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi,

I commited new code to upgrade RenderBin code. You should be able to
manage bin like in osg, but I implemented the minimum to have
flexibility with render bin. There is no OVERRIDE_RENDERBIN_DETAILS.
I added the transparent RenderBin that will sort your objects from
back to front.
It's possible to add your own RenderBin like this:

osg.RenderBin.BinPrototypes['UberRenderBin'] = new UberBinCreator();

then use this in your stateset:
var quad = osg.createTextureBoxGeometry(0,0,0, 2,2,2);
quad.getOrCreateStateSet().setRenderBinDetails(15, 'UberRenderBin');


There is current limitation with this. osg allow you to create
renderStage from the prototype but no osgjs.


Basics usages to manage transparency:

var root = new osg.Node();
var quad = osg.createTextureBoxGeometry(0,0,0, 2,2,2);

var node0 = new osg.MatrixTransform();
node0.setMatrix(osg.Matrix.makeTranslate(0,0,1,[]));
node0.addChild(quad);
node0.getOrCreateStateSet().setRenderingHint('TRANSPARENT_BIN');

var node1 = new osg.MatrixTransform();
node1.setMatrix(osg.Matrix.makeTranslate(0,0,10,[]));
node1.addChild(quad);

child of node0 will be sorted back to front and child of node1 will
not be sorted.


If you experience performance issue please report it.



Cedric - http://osgjs.org


- -- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.11 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

iEYEARECAAYFAk6LAKoACgkQs6ZHzVQN0Ih2iQCePegdHpPui0cvq09Wa8MqcCa8
WpoAoJfS3DYhw9hqYkeoCDGwx2yL/9z5
=x+Hp
-END PGP SIGNATURE-
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] osgjs - Light

2011-10-03 Thread Cedric Pinson
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi,

osg.Light has changed in the trunk. Now the StateAttribute compute
lighting per pixel and support Directional/Point/Spot light.

An example should come quickly to demonstrate it.

Cheers,
Cedric

- -- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.11 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

iEYEARECAAYFAk6JnQEACgkQs6ZHzVQN0IhJoACdGSNEiAD1FP8V88qOFoPEeO/O
+jsAoJGEoMb4vIFiVcS0Mcps8VXInQ9n
=u5LD
-END PGP SIGNATURE-
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgexport for blender?

2011-09-25 Thread Cedric Pinson
-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

I added a zip file that you can use with the addon menu. Should be
easier to install.

https://github.com/cedricpinson/osgexport/tree/master/blender-2.5/build

Cedric

On 09/23/2011 05:40 PM, Jeremy Moles wrote:
 On Fri, 2011-09-23 at 17:36 +0200, Alberto Luaces wrote:
 Jeremy Moles writes:
 
 Some history: Alberto wrote the first osgexport.py.
 
 Hi Jeremy,
 
 just a clarification: I didn't wrote anything :) As far as I
 know, the original osgexport.py script belongs to Rubén López.
 
 CRAP, you're right. Sorry. It was your thread I was responding to
 and somehow I transposed that. It WAS Ruben, sorry. :)
 
 
 ___ osg-users mailing
 list osg-users@lists.openscenegraph.org 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

- --
 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.11 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

iEYEARECAAYFAk5/H1kACgkQs6ZHzVQN0IjpowCfUN+IZBQ4D9QZGH7i5KYW/rf/
kfoAmwXOCvz8VEmp7e0AF0pNql4h+57P
=wxDb
-END PGP SIGNATURE-
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] osgjs - osgUtil.ShaderParameterVisitor

2011-09-16 Thread Cedric Pinson

-BEGIN PGP SIGNED MESSAGE-
Hash: SHA1

Hi,

I added in osgjs a new visitor to help to fine tune shader parameters.
The visitor look for program in the scenegraph and extract uniforms.
Then it bind html slider (chrome) to modify uniform value.
For more convenience uniform value are stored in localStorage and
reloaded. It misses some part like looking for existing uniform instead
of creating new one...

see a simple example http://osgjs.org/osgjs/examples/fog/index.html

The visitor is in early development and guess some bugs :)

Cedric

- -- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com
-BEGIN PGP SIGNATURE-
Version: GnuPG v1.4.11 (GNU/Linux)
Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/

iEYEARECAAYFAk5zO8EACgkQs6ZHzVQN0IivVwCfUAGcIgrn5VdgD6DgTNKLcfqA
ruoAmgK4z3Q/604WOWQw0A8XN89vObw3
=0Bp4
-END PGP SIGNATURE-

___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] How has been avatar.osg (from 3.0.0 dataset) generated?

2011-09-12 Thread Cedric Pinson
I subcontracted those data a few years ago. It has been generated with
blender and exported with the osg blender exporter
https://github.com/cedricpinson/osgexport

Cheers,
Cedric
On Thu, 2011-09-08 at 15:35 +0200, Roberto Garrido wrote:
 Hi,
 
 We are wondering how avatar.osg, which can be found in the 3.0.0 dataset,  
 was generated. Which modeling software and exporter have do you used? We do 
 need animations like avatar's or nathan's!! 
 ;-)
 
 Thank you in advance!
 
 Cheers,
 Roberto
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=42535#42535
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] blender2.5 exporter

2011-08-10 Thread Cedric Pinson
Hi,

just to talk about the blender 2.5 exporter. The plugin is on github
https://github.com/cedricpinson/osgexport
I fixed a few things and optimized model. I setup unittest too.
Sadly the exporter does not support animation yet. It should come in a
near futur.

if you want to report bug/improve it everything is on github.

Cheers,
Cedric

-- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] blender2.5 exporter

2011-08-10 Thread Cedric Pinson
Hi,
Both, api changed and some internal stuff too. But it's not so
different.

Cedric
On Wed, 2011-08-10 at 10:16 -0400, Jeremy Moles wrote:
 On Wed, 2011-08-10 at 14:21 +0200, Cedric Pinson wrote:
  Hi,
  
  just to talk about the blender 2.5 exporter. The plugin is on github
  https://github.com/cedricpinson/osgexport
  I fixed a few things and optimized model. I setup unittest too.
  Sadly the exporter does not support animation yet. It should come in a
  near futur.
 
 Woot! 2.5 is (IMO) the best version of Blender to date, so this is
 awesome.
 
 What are the complications with 2.5 and animation? Has the internal
 animation mechanism been totally redesigned, or is it just getting at
 the old data in a new Python interface?
 
  if you want to report bug/improve it everything is on github.
  
  Cheers,
  Cedric
  
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 

-- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Animations, weights, and priority.

2011-08-05 Thread Cedric Pinson
It Looks like we need a document explaining the behaviour of animation.
I would be happy to start this but I am really busy to do it.
If anyone want to start it, I will be happy to re read it, and try to
help.

Cedric
On Fri, 2011-08-05 at 10:23 +0200, Peter Wrobel wrote:
 Hi Garth,
 
 I am as well interested in the answer of your questions, and you're 
 explenation helped me in my understanding. I would like to ask you to keep on 
 posting your observations in this thread.
 
 I am co-author of maya2osg, have implemented rudimentary animation support ( 
 only transforms, no skining till now ) and I face some problems with 
 exporting maya trax animation clips to osgAnimation.
 
 What you described is an automatic weight normalization of running clips with 
 similar priorities. If this is allways active, its not possible to add up 
 animation channels of different animations ( mayas behaviour ). 
 E.g. when splitting up walkcycles into legs and arms animations, to be able 
 to recombine them, the arm animations will half the weights of the leg 
 animations, and vice versa. If you face the same issues, or anybody else, 
 would be glad to hear of a sollution.
 
 Thank you!
 
 Cheers, ParticlePeter
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=41869#41869
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Animations, weights, and priority.

2011-08-05 Thread Cedric Pinson
I think think we could start on this page
http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits/osgAnimation

And update it because I wrote it a long time ago

Cedric
On Fri, 2011-08-05 at 13:56 +0200, Peter Wrobel wrote:
 Hi,
 
 I would like to participate. I'll be implementing skinning and working over 
 the animation module of the mentioned plug-in in about a month. At that time 
 I can work on a draft. 
 
 @ Garthy, I'll be using you're observations so far if this is fine with you.
 @ Cedric, how should I get in touch with you at that time ?
 
 
 Thank you!
 
 Cheers, ParticlePeter
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=41879#41879
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] ANN: osgNVPR (NVidia Path Rendering)

2011-08-05 Thread Cedric Pinson
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

-- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Animations, weights, and priority.

2011-08-04 Thread Cedric Pinson
There are some example about osganimation, maybe it could help you
https://github.com/openscenegraph/osg/tree/master/examples

Regards,
Cedric

On Thu, 2011-08-04 at 14:23 +0200, Garthy Dee wrote:
 Okay, I've had a bit of an experiment, and come up with a possible answer to 
 my own question, but perhaps somebody with a bit more experience with OSG 
 animation can comment:
 
 It would appear that numerically higher priority numbers essentialy place the 
 animation in front of the others for consideration. Thus if all animations 
 had weight 1.0, the one with the numerically highest priority is use. Now, 
 when animations share a priority, the weights seem to act as a ratio. Thus if 
 one has weight 0.5 and another 0.5, you'll get half and half. Also, if one is 
 0.7 and the other is 0.7, you get half and half, again. When a higher 
 priority animation has weight less than 1.0, and a lower-prority one has 
 weight 1.0, the former weight seems to specify the ratio of that animation to 
 use, and 1.0 minus that weight is used for the lower priority one.
 
 I won't speculate on other combinations. Perhaps somebody can summarise it 
 better than I have?
 
 This leads me to an interesting observation with respect to the models that I 
 am using. Depending on the particular model and animation chosen, sometimes 
 the bones, when weighted, don't travel through the shortest path to their 
 destination. For example, in one model, when transitioning from a walk to 
 idle (using the above model as an assumption), the entire leg flips up and 
 over the shoulder during the transition with the hip as a rough axis, rather 
 than the shorter transition, also using the hip. It only happens on some 
 transitions. If I had to guess, I'd say that somewhere an angle (or 
 equivalent) along some axis has been determined and is being interpolated 
 along, but the distance is greater than 180 degrees, meaning the 
 interpolation *should* have been done in the reverse direction instead. 
 Either that, or one of a great many other things. :) Can anyone comment on 
 this, and perhaps point me in the rough direction as to where such things 
 might be able to be found in the OS
  G code? I've been exploring the animation code but I'm still pretty new to 
 it.
 
 Any hints appeciated. :)
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=41847#41847
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Collada reader fill name with collada id

2011-08-01 Thread Cedric Pinson
Hi,

I was wondering why the collada ID is used to fill the name of osg node
and if It would be suitable to change it to use the NAME field of
collada node ?

Regards,
Cedric
-- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Call osgAnimation::Animation::setDuration several times

2011-06-08 Thread Cedric Pinson
In fact related to the code it makes sense. Because strip duration is
initialized from the Animation duration.
Could you try to manipulate the duration of the strip instead ?

Cedric
On Wed, 2011-06-08 at 12:52 +0200, Aitor Ardanza wrote:
 Hi,
 
 I have a problem with the call  setDuration of  osgAnimation::Animation. If I 
 define the animations at the beginning of the application do it correctly. 
 But if I change the duration, defined above, in execution, for example by 
 putting half the time, makes the animation faster but twice ... may be a bug?
 
 
 Code:
 
 osgAnimation::ActionStripAnimation* newAnimAction = new 
 osgAnimation::ActionStripAnimation(anim,0.3,0.3);
 anim-setDuration(anim-getDuration()*0.5);
 newAnimAction-setLoop(1); // one time
 tml-addActionAt(tml-getCurrentFrame() + 1,newAnimAction, 2);
 
 
 
 
 Thank you!
 
 Cheers,
 Aitor
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=40205#40205
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgExport work flow

2011-06-04 Thread Cedric Pinson
Hi,

I copyied the message on the mailing list in case other users have same
questions.

 
 
 
 First of all thanks for the effort you have put into the osgExport.
 Its great that someone is maintaining the script.
 
 
 As I mentioned in the OSG forum I need to:
 1. Import a mesh of a hand (.obj) into blender. Create an armature in
 Blender 
 2. Skin the armature with the hand mesh. 
 3. Export this armature and mesh into OSG. 
 4. Alter the armature poses in OSG and output a set of jpgs or bmps of
 the depth maps of the resulting poses. 
 
 
 Is this possible using the blender 2.49, osg 2.8.0 and the osgExport
 script?  I have imported into blender a plain .bvh file then exported
 that succesfully using osgExport (  ) to test.osg. But when I try to
 run osgviewer test.osg it gives me a series of errors saying: 
 Warning can't update Bone, path to parent AnimationManagerBase not
 found
osg-2.8.0 contains an old version of osgAnimation that I think is not
compatible anymore with the blender osgexporter. I recommand to test
with last 2.8.x version if you really need to use the 2.8.x series.
If you still have problem it will work with the current trunk.
You should try to show your animation model with osganimationviewer .
You can find this program in osg examples.
 
 
 This leads me to think that either something is wrong with the
 exporter or I am doing something wrong. Im guessing Im doing something
 wrong but I dont know what. Do I need to explicitly install
 osgAnimation or set a path to it? My only thought is that its because
 Im using osg 2.8.0. but I dont see why that would change anything.
 
 
 Could you shed some light on how to set up everything so that the
 above will work? I.e what is your workflow for example for making a
 rigged and animated mesh in Blender and then viewing it in osgviewer?
There are blender examples given with the exporter, I recommand to test
with them first, If you are able to show them using osganimationviewer
(in osg examples) then it should work for your models if setup
correctly.

respond on the mailing list with your sample model if there is something
wrong.

Cheers,
Cedric
 
 
 Looking forward to hearing from you
 
 
 Cheers
 
 
 Aaron
 
 
 -- 
 Aaron Wetzler
 EE MSc Student at Technion
 +972 54 641 6510
 
 
 

-- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgExport work flow

2011-06-04 Thread Cedric Pinson
Hi,

I copyied the message on the mailing list in case other users have same
questions.

 
 
 
 First of all thanks for the effort you have put into the osgExport.
 Its great that someone is maintaining the script.
 
 
 As I mentioned in the OSG forum I need to:
 1. Import a mesh of a hand (.obj) into blender. Create an armature in
 Blender 
 2. Skin the armature with the hand mesh. 
 3. Export this armature and mesh into OSG. 
 4. Alter the armature poses in OSG and output a set of jpgs or bmps of
 the depth maps of the resulting poses. 
 
 
 Is this possible using the blender 2.49, osg 2.8.0 and the osgExport
 script?  I have imported into blender a plain .bvh file then exported
 that succesfully using osgExport (  ) to test.osg. But when I try to
 run osgviewer test.osg it gives me a series of errors saying: 
 Warning can't update Bone, path to parent AnimationManagerBase not
 found
osg-2.8.0 contains an old version of osgAnimation that I think is not
compatible anymore with the blender osgexporter. I recommand to test
with last 2.8.x version if you really need to use the 2.8.x series.
If you still have problem it will work with the current trunk.
You should try to show your animation model with osganimationviewer .
You can find this program in osg examples.
 
 
 This leads me to think that either something is wrong with the
 exporter or I am doing something wrong. Im guessing Im doing something
 wrong but I dont know what. Do I need to explicitly install
 osgAnimation or set a path to it? My only thought is that its because
 Im using osg 2.8.0. but I dont see why that would change anything.
 
 
 Could you shed some light on how to set up everything so that the
 above will work? I.e what is your workflow for example for making a
 rigged and animated mesh in Blender and then viewing it in osgviewer?
There are blender examples given with the exporter, I recommand to test
with them first, If you are able to show them using osganimationviewer
(in osg examples) then it should work for your models if setup
correctly.

respond on the mailing list with your sample model if there is something
wrong.

Cheers,
Cedric
 
 
 Looking forward to hearing from you
 
 
 Cheers
 
 
 Aaron
 
 
 -- 
 Aaron Wetzler
 EE MSc Student at Technion
 +972 54 641 6510
 
 
 

-- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] Export Blender to OSG

2011-05-30 Thread Cedric Pinson
The current workflow I used to have animation in osg, is using blender
2.49b and the osgexport https://bitbucket.org/cedricpinson/osgexport

If you get the repository you will be able to check example.

Cedric

On Fri, 2011-05-27 at 18:29 +0200, aaron wetzler wrote:
 Hi,
 
 I have the following task to do:
 
 1. Import a mesh of a hand (.obj) into blender. Create an armature in Blender 
 2. Skin the armature with the hand mesh.
 3. Export this armature and mesh into OSG.
 4. Alter the armature poses in OSG and output a set of jpgs or bmps of the 
 depth maps of the resulting poses.
 
 I have done 1 and 2 but dont know how to do 3 and 4. What format can I output 
 from Blender that OSG will be able to understand? What part of OSG should I 
 be using? OSGAnimation? 
 I imagine step 3 is totally standard so thats the most critical part for me 
 because I have no idea how to go about it.
 
 I am a relative newbie to the world of meshes and animation and would really 
 appreciate some help because I have been stuck on this for two weeks and I 
 cant do it by myself.
 
 Thanks!
 Looking forward to hearing from the forum :)
 
 Aaron
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=39877#39877
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgexport for blender?

2011-05-15 Thread Cedric Pinson
Hi,

Even if animation does not work yet, if it exports models it's something
useful for a lot of people. I suggest we merge your current work then It
will be possible to improve animation part.

Cedric

On Sun, 2011-05-15 at 17:26 +0200, issam boughanmi wrote:
 Hi damyon ,
 
 can you post this unfinished exporter for 2.57 ?
 
 can we use it if we have only static models ?
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=39380#39380
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Animation Morphing

2011-04-29 Thread Cedric Pinson
Hi,
Do you have the stack trace where it crashes ?

Cedric

On Fri, 2011-04-29 at 16:23 +0200, Anastasia Papas wrote:
 Hello!
 
 I am trying amimation morphing in OSG, and I found this example:
 
 http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/trunk/examples/osganimationmorph/osganimationmorph.cpp
 
 I have collada 3D models, and since this example is morphing between 2 osg 
 models, I used the osgDB::writeNodeFile to save the dae (after importing them 
 to a node) as an osg file.
 
 The osg files are working even better than the initial collada files with the 
 osgviewer, for instance for the dae when I was zooming in, translating or 
 rotating, after a point some parts were disappearing, but now with the osg it 
 renders perfectly, and textures included!
 
 But the problem is when I use it for the osganimationmorph, I get an 
 Unhandled exception...
 
 Does anyone have an idea of how I should proceed?
 
 Thank you in advance,
 
 Anastasia
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=38877#38877
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com -
http://plopbyte.com


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Animation Morphing

2011-04-29 Thread Cedric Pinson
Hi,
I can have a try, but I would need the sample code and data to test it.

Cedric

On Fri, 2011-04-29 at 16:45 +0200, Anastasia Papas wrote:
 Dear Cedric,
 
 First of all thank you for the direct response!!
 
 The message I receive is this:
 
 Unhandled exception at 0x7c812afb in Template.exe: Microsoft C++ exception: 
 std::bad_cast at memory location 0x0012f650..
 
 And it crashes at the:
 Geode.cpp
 
 at the function: 
 BoundingSphere Geode::computeBound() const
 
 at the line inside the for loop:
 _bbox.expandBy((*itr)-getBound());
 
 Regarding the initial example's code I didn't modify anything else, just 
 changed the osg files to mine.
 
 Thanks again!!
 
 Regards,
 
 Anastasia
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=38881#38881
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com -
http://plopbyte.com


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] osgAnimation Update

2011-04-29 Thread Cedric Pinson
Hi,
Sorry I am very busy... 
First I think you should setup the invBindMatrixInSkeletonSpace to your
bones.
If it correctly set, I would need to check the code and test it with
your samples cases.

Cheers,
Cedric

On Thu, 2011-04-28 at 19:41 +0200, Garrett Cope wrote:
 More investigation, still not much clearer. I'm hoping with a more concrete 
 example someone can tell me what I'm missing...
 
 My main issue is how to change the coordinate system of a bone within the 
 skeleton hierarchy. This could be done previously by just modifying the 
 rotation of the bones bind matrix. Now that doesn't seem to work for me.
 
 A specific example using osganimationskinning::
 
 This example currently rotates about the local z-axis of each joint. Let's 
 say that I now want to rotate the first joint about the vertical axis 
 instead. This could be accomplished by changing the axis of the rotate 
 transform for the bone as follows:
 
 
 Code:
 pRight0Update-getStackedTransforms().push_back(new 
 osgAnimation::StackedRotateAxisElement(rotate, osg::Vec3(0,1,0), 0));
 
 
 
 but how would I do this by changing coordinate system of the bone such that 
 the existing rotation would now rotate about the vertical axis? 
 
 I did this previously by adjusting the rotation of the bind matrix, but 
 adding any rotation to the bind matrix in this case seems to just distort the 
 mesh.
 
 I'm sure I'm missing something key...
 
 Thanks in advance for any thoughts
 
 --jamie[/code]
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=38857#38857
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com -
http://plopbyte.com


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Animation Morphing

2011-04-29 Thread Cedric Pinson
Hi,
The example you have taken works with only one geometry inside the file.
The visitor 'getShape' return the first geometry and in your file it
returns a RigGeometry. Morphing 2 RigGeometry has not been tested, and I
am not sure you want really want to do that.
What I would do is the opposite way, meaning morphing your two geometry
you really want to morph, then use the result as input for a
RigGeometry, maybe with a custom proxy geometry class.

I hope it makes sense.

Cheers,
Cedric

On Fri, 2011-04-29 at 19:47 +0200, Anastasia Papas wrote:
 Dear Cedric,
 
 Thank you very much for helping me!!
 
 The code is exactly as the original, only change is the file names! But I am 
 attaching it anyway!
 
 Also I forgot to mention, the number of vertices is exactly the same for both 
 files, as well as the number of drawables and so on, at least according to 
 the osgviewer stats!
 
 I am uploading it here, along with the two osg files, and also I am including 
 the directories of the textures, don't know if it's necessary but in any case 
 it's there!
 
 My files are too large to be attached here, so I used an uploader service:
 
 http://www.teicrete.gr/upload/download.php?fname=UP20110429203940.rar
 
 
 Thanks again!
 
 Best Regards,
 
 Anastasia
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=3#3
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgexport for blender?

2011-04-29 Thread Cedric Pinson
Hi,
osgexport work with blender 2.49. The api of blender 2.5+ has changed a
lot and the current osgexport does not support it.

Cedric

On Fri, 2011-04-29 at 20:38 +0200, Martin Scheffler wrote:
 Hi,
 
 I just tried installing the plugin. Which blender version is supported? I 
 tried the current (2.57) and after adding the new bl_info stuff I could start 
 the script but got script errors:
 
 [code]
 Error initializing quicktime
 found bundled python: C:\PROGRA~1\BLENDE~1\Blender\2.57\python
 uiItemFullO: unknown operator 'export.osg'
 C:\Users\martin\AppData\Roaming\Blender 
 Foundation\Blender\2.57\scripts\addons\o
 sgExport.py:98
 Traceback (most recent call last):
   File C:\Users\martin\AppData\Roaming\Blender 
 Foundation\Blender\2.57\scripts\
 modules\bpy_types.py, line 689, in draw_ls
 func(self, context)
   File C:\Users\martin\AppData\Roaming\Blender 
 Foundation\Blender\2.57\scripts\
 addons\osgExport.py, line 98, in menu_func
 self.layout.operator(ExportOsg.bl_idname, text=OpenScenegraph 
 (.osg)...).f
 ilepath = default_path
 AttributeError: 'NoneType' object has no attribute 'filepath'
 uiItemFullO: unknown operator 'export.osg'
 C:\Users\martin\AppData\Roaming\Blender 
 Foundation\Blender\2.57\scripts\addons\o
 sgExport.py:98
 Traceback (most recent call last):
   File C:\Users\martin\AppData\Roaming\Blender 
 Foundation\Blender\2.57\scripts\
 modules\bpy_types.py, line 689, in draw_ls
 func(self, context)
   File C:\Users\martin\AppData\Roaming\Blender 
 Foundation\Blender\2.57\scripts\
 addons\osgExport.py, line 98, in menu_func
 self.layout.operator(ExportOsg.bl_idname, text=OpenScenegraph 
 (.osg)...).f
 ilepath = default_path
 AttributeError: 'NoneType' object has no attribute 'filepath'
 [/code]
 
 Thank you!
 
 Cheers,
 Martin
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=38890#38890
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] showwebgl

2011-04-07 Thread Cedric Pinson
Hi,

I have done a little web service to let people upload their model and
share them with an url.
http://showwebgl.com

The design is crappy but should be better soon :)

Dont hesitate to report bug or send feedback.

It's done with osg and osgjs.

Cheers,
Cedric

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.com
http://plopbyte.com


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] dae plugin

2011-04-04 Thread Cedric Pinson
Hi,

I am currently trying to load
http://o3d.googlecode.com/svn/trunk/googleclient/o3d_assets/samples/beachdemo/convert_assets/beachdemo.zip
with the dae collada plugin but I have only a white scene in osgviewer.

I am not familiar with the collada specification, so before digging it I
would like to know if other people are working on this plugin and what
is the state of the collada plugin related to the spec.

Cheers,
Cedric

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.com
http://plopbyte.com


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] using blender with OSG

2011-03-30 Thread Cedric Pinson
Hi,

The current osgexport works for blender 2.49, some works are needed to
update it to work with blender 2.5x

The exporter is able to export material, geometry (uv/normal),
animation, skeleton. So you can get your scene in osg directly but you
will have to work on shader because there are not exported.

https://bitbucket.org/cedricpinson/osgexport

Cedric

On Wed, 2011-03-30 at 11:25 +0200, issam boughanmi wrote:
 hi
 
 i am in the process of modeling an airport for my application 
 
 i am using blender for this, well my main concern is to use the glsl 
 splatting feature in blender,
 
 suppose i have made a super airport with surrounding dirt/grass/... 
 transition, with some high resolution textures (2048X2048)
 
 
 is it possible to get the result directely in OSG i mean : can the exporter 
 handle all my scene elements :textures/uv/shaders ... etc
 
 or i have to rewrite something to get my model made in blender in my 
 application
 
 thanks and good day
 
 btw : i didn't  find an osg exporter for the 2.56 version of blender
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=38064#38064
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.com
http://plopbyte.com


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] osgjs

2011-03-29 Thread Cedric Pinson
Hi,
I wanted to share improvement done on osgjs the last few months. It has
been used for a firefox demo you can watch
https://demos.mozilla.org/en-US/#globetweeter or
http://plopbyte.com:2048/globetweeter/ if the previous server is
overloaded.

If you are interested by the project look on the http://osgjs.org blog


Cedric

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.com
http://plopbyte.com


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgAnimation : correct approach to detect when a skeletal animation has completed ?

2011-03-03 Thread Cedric Pinson
Hi,
Look to the TimelineAnimationManager, and the examples about
osgAnimation.

Cedric

On Thu, 2011-03-03 at 08:46 +0100, Mr Alji wrote:
 Hello,
 
 
 What about using isPlaying() method of your current animation ? does
 it fulfill your needs ?
 
 
 cheers 
 --
 Mohamed ALJI
 Élève ingénieur en Informatique troisième année à l'ENSEIRB-MATMECA
 (Institut Polytechnique de Bordeaux - IPB)
 Webmaster bénévole de l'association L'eau du désert:
 www.l-eau-du-desert.com
 
 
 
 2011/3/3 Thomas Hogarth thomas.hoga...@gmail.com
 Hi Adrien
 
 I've never actually done this but I have thought about it as
 I'll need it eventually.
 
 I think your best bet is to look at void
 BasicAnimationManager::update (double time), that is where an
 animation is played through and were you can detect that an
 animation is finished. Perhaps you could attach your own
 simple callback object as the user data for your animations.
 Then inplement your own Animation manager and call the
 callback object when an animation with one as it's user data
 finishes.
 
 Let me know how you get on as this would be a useful feature.
 
 Cheers
 Tom
 
 --
 Read this topic online here:
 
 http://forum.openscenegraph.org/viewtopic.php?p=37269#37269
 
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] How to do a videostreaming

2011-02-24 Thread Cedric Pinson
Hi Mourad
Dont know if you are interested by this solution, But if you are on
linux, I have done this a year ago with gstreamer.
I wrote on the mailing list to explain how to do it. With a quick search
you should be able to find it. Dont hesitate to ask if you want to try
this path.

Cedric

On Thu, 2011-02-24 at 17:13 +0100, Mourad Boufarguine wrote:
 
 
 My case is the second one. I want to stream osg rendered
 frames over network.
 
 So, I have to install ffmpeg libs. But, Must I install
 Live555? Or if I use ffmpeg it will be enought? What is your
 recomendation? 
 
 
 
 
 
 Hi,
 
 
 Ok, it is more clear now.
 Well, it should be possible to use only ffmpeg, but I think it is
 difficult with Windows :)
 FFmpeg distrib contains a streaming server application (ffserver). I
 didn't hear of someone who succedded to build and make ffserver work
 on a Windows machine. I didn't also find a Windows port of this
 program.
 
 
 Anyways, the big steps to stream rendered frames, is to encode them
 (using ffmpeg) and then stream them (ussing ffserver or Live555).
 Encoding the frames is not difficult to do. At least you should be
 able to save the rendered frames in a video file following the
 output-example.c sample shipped with ffmpeg sources
 (http://ffmpeg.org/doxygen/trunk/output-example_8c-source.html). At
 the osg part, you can do reder-to-texture to get the raw rendered
 frames.
 
 
 The streaming part is more challenging. If you manage to make ffserver
 work, it would be straightforward. all you need to do would be to
 write the output of the encoded frames into a ffserver feed (like in
 this http://www.mygeekproject.com/?tag=ffserver)
 Otherwise, you can use live555 for streaming. The problem with that is
 there is no concrete documentation on ffmpeg/live555 integration, but,
 it is feasable. The main difficulty is to choose a working combination
 of a ffmpeg encoder and a live555 streaming container and to configure
 them accordingly.
 
 
 Mourad 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Announcing osg.js

2011-02-23 Thread Cedric Pinson
Hi,
Try those link to enable webgl.

http://www.khronos.org/webgl/wiki/Getting_a_WebGL_Implementation

Note that on chromium webgl is enable by default

Cedric

On Wed, 2011-02-23 at 17:06 +0100, Neil Neilson wrote:
 Hi Cedric
 
 Very interesting project.
 
 I have Firefox 4.0 Beta 11 and tried several of the Demo apps but just get 
 this error:
 Could not initialise WebGL
 
 Does something need to be set in the browser? 
 
 Neil
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=37029#37029
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Announcing osg.js

2011-02-23 Thread Cedric Pinson
Hi,
Yeah but I know they blacklist some drivers version even on nvidia
because of bug in OpenGL drivers...
Maybe you have to enable it manually if you are on this case.

Cedric

On Wed, 2011-02-23 at 13:02 -0500, Jason Daly wrote:
 On 02/23/2011 11:35 AM, Cedric Pinson wrote:
  Hi,
  Try those link to enable webgl.
 
  http://www.khronos.org/webgl/wiki/Getting_a_WebGL_Implementation
 
  Note that on chromium webgl is enable by default
 
  Cedric
 
  On Wed, 2011-02-23 at 17:06 +0100, Neil Neilson wrote:
  Hi Cedric
 
  Very interesting project.
 
  I have Firefox 4.0 Beta 11 and tried several of the Demo apps but just get 
  this error:
  Could not initialise WebGL
 
  Does something need to be set in the browser?
 
 I thought that the latest versions of Firefox 4 beta enabled WebGL by 
 default, too.  I just downloaded it last weekend, and the WebGL demos 
 all worked fine out of the box.  If I remember, I'll give this a try 
 tonight and report what I find.
 
 --J
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Fwd: Controlling animations in FBX models

2011-02-23 Thread Cedric Pinson
Hi,
I have not check the new code about serializer... I will put it in my
tasklist. Anyone knows where I should look to update osgAnimation code
about serializer ?

Cedric

On Thu, 2011-02-17 at 09:30 +, Michael Platings wrote:
 I've not used any of the osg file formats so I can't help you there
 specifically, but I suspect the osganimation serializer is in need of
 updating. Cedric Pinson wrote osgAnimation so he's the best person to
 consult on this matter.
 
 On 16 February 2011 16:23, Thomas Hogarth thomas.hoga...@gmail.com
 wrote:
 Hi Michael
 
 
 Thanks for the info, do you know why I might be having trouble
 saving these to .ive, .osg, .osgt and .osgx. It's not a show
 stopper but for some reason I can only re save
 the imported fbx as .osgb. The rest fail to load except .osg
 which loads but won't play my animations anymore :(
 
 
 Any info would be much appreciated
 Tom
 
 
 
 On 16 February 2011 16:08, Michael Platings
 mplati...@gmail.com wrote:
  I dare say the fbx plugin creates some kind
 of custom callbacks that normal osg is unaware
 of. 
 
 Not exactly, the callbacks in question are all part of
 osgAnimation which is increasingly part of normal
 osg.
 They are: osgAnimation::RigComputeBoundingBoxCallback,
 osgAnimation::MorphGeometry::UpdateVertex 
 osgAnimation::RigGeometry::UpdateVertex
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgAnimation::Action.cpp - Bug?

2011-02-23 Thread Cedric Pinson
I have commited a fix, could you have a try ?
And if you can could you provide a sample data that generated this
error ? because it does not makes sense to have an Action that has 0
frames, so I would like to check the input data.

Cedric

On Tue, 2011-02-15 at 06:31 -0200, Renato Silveira wrote:
 I compile the osg library with the svn last version and I got a
 dynamic error after load my FBX file. Integer division by zero.
 I debugged and found that the error was in the first line of the
 function:
 
 bool osgAnimation::Action::evaluateFrame(unsigned int frame, unsigned
 int resultframe, unsigned int nbloop )
 {
 nbloop = frame / getNumFrames();
 resultframe = frame;
 
 Perhaps my FBX model lacks some information. Just to test, I write the
 following condition after that line:
 
 _numberFrame = (getNumFrames() == 0)? 25 : getNumFrames();
 nbloop = frame / getNumFrames();
 
 and everything works. I don't know if it is a bug or a problem with my
 model, but it fixed the problem. 
 
 Any suggestions for a more appropriate fix?
 
 Renato
 
 
 
 -- 
 Renato Silveira (Ph. D. Student)
 
 Informatics Institute - UFRGS
 Porto Alegre - RS - Brazil
 http://www.inf.ufrgs.br/~rsilveira
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgAnimation::Action.cpp - Bug?

2011-02-23 Thread Cedric Pinson
Hi,
Can you convert your sample to osg format, I dont have fbx plugin. Yeah
I know you will have a message every frame, but good motivation to clean
input data :)

Cedric

On Wed, 2011-02-23 at 21:39 -0300, Renato Silveira wrote:
 This fix solved the problem. 
 I'm sending the model I used to test. I'll have to edit this model and
 eliminate this actions with 0 frames because I got the new warning
 message every frame =)
 
 Renato
 
 
 On Wed, Feb 23, 2011 at 7:53 PM, Cedric Pinson
 cedric.pin...@plopbyte.net wrote:
 I have commited a fix, could you have a try ?
 And if you can could you provide a sample data that generated
 this
 error ? because it does not makes sense to have an Action that
 has 0
 frames, so I would like to check the input data.
 
 Cedric
 
 
 On Tue, 2011-02-15 at 06:31 -0200, Renato Silveira wrote:
  I compile the osg library with the svn last version and I
 got a
  dynamic error after load my FBX file. Integer division by
 zero.
  I debugged and found that the error was in the first line of
 the
  function:
 
  bool osgAnimation::Action::evaluateFrame(unsigned int frame,
 unsigned
  int resultframe, unsigned int nbloop )
  {
  nbloop = frame / getNumFrames();
  resultframe = frame;
 
  Perhaps my FBX model lacks some information. Just to test, I
 write the
  following condition after that line:
 
  _numberFrame = (getNumFrames() == 0)? 25 : getNumFrames();
  nbloop = frame / getNumFrames();
 
  and everything works. I don't know if it is a bug or a
 problem with my
  model, but it fixed the problem.
 
  Any suggestions for a more appropriate fix?
 
  Renato
 
 
 
  --
  Renato Silveira (Ph. D. Student)
 
  Informatics Institute - UFRGS
  Porto Alegre - RS - Brazil
  http://www.inf.ufrgs.br/~rsilveira
 
 
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
 
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 --
 Provide OpenGL, WebGL and OpenSceneGraph services
 +33 659 598 614 Cedric Pinson
 mailto:cedric.pin...@plopbyte.net
 http://www.plopbyte.net
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 
 
 -- 
 Renato Silveira (Ph. D. Student)
 
 Informatics Institute - UFRGS
 Porto Alegre - RS - Brazil
 http://www.inf.ufrgs.br/~rsilveira

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Announcing osg.js

2011-02-20 Thread Cedric Pinson
Sure,
Do the lift you want and send me back your update I will be happy to
look at it and report it back on osg.js

Cheers,
Cedric

On Sat, 2011-02-19 at 19:29 +0100, Martin Scheffler wrote:
 Very awesome!
 
 I'm especially interested in the JS side - I've just been looking for a 
 javascript linear algebra library to use with my own project 
 (http://www.sourceforge.net/apps/mediawiki/delta3d-extras/index.php?title=DtEntity)
 
 Mind if I lift your vector, matrix and quat classes? I've already tried them 
 out and they seem to work perfect!
 The only thing I missed was a function to rotate a vec around a quaternion, 
 so I wrote one:
 (in osg.Quat:)
 
 Code:
 
 rotate: function(q, v, result) {
 var uv = [0, 0, 0];
 var uuv = [0, 0, 0];
 osg.Vec3.cross(q, v, uv);
 osg.Vec3.cross(q, uv, uuv);
 osg.Vec3.mult(uv, 2.0 * q[3], uv);
 osg.Vec3.mult(uuv, 2.0, uuv);
 osg.Vec3.add(v, uv, result);
 osg.Vec3.add(result, uuv, result);
 },
 
 
 
 
 Thank you!
 
 Cheers,
 Martin
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=36860#36860
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Announcing osg.js

2011-02-18 Thread Cedric Pinson
Hi,
I am actually working on WebGL and I started to write a subset of
OpenSceneGraph in javascript to use with new WebGL extension in browser.
The project is young and needs people to test/try contribute. But it's
here and I hope it will helps people who wants to make opengl
application on the web easier like OpenSceneGraph does for desktop.

Want to try ? get firefox 4 beta or install chromium/chrome (the last
stable version has WebGL enabled)

http://osgjs.org

Some examples are also on my website http://plopbyte.net/blog/

Cool demo will come a bit later :)

Any constructive feedback is welcome

Cedric

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OsgAnimation questions, strange fps and splitting animations

2011-02-06 Thread Cedric Pinson
Hi Thomas,

I have been able to check a bit your models, I am able to reproduce the
slow down. I am not sure at 100% but I am confident it comes from the
sampler. Why ? because there is not yet a cache enabled inside, there is
some intial code to do it, but not yet finish. So when you have a long
animation it will be slower and slower to evaluate the key. And when the
animation loop to the frame 0 it's fast as before. It explains
completely why it slowdowns during time. To fix this, we need to fix
getKeyIndexFromTime and use the _lastKeyAccess as cache. For nathan the
animation is small so it makes sense that you dont notice it.

Hopes it will help, I would like to do more but I am a bit busy right
now.

I will try to check culling time ...

Cheers,
Cedric

On Wed, 2011-02-02 at 21:53 +, Thomas Hogarth wrote:
 Hi Cedric
 
 Can you send the me files in osg, osgt, osgb. Then I will check
 those
 format before trying the fbx plugin (I dont have it installed yet)
 
 
 The link I sent you was to a rar archive containing all the formats
 you requested, I'll resend the link in a mo. Also what platform are
 you on. I can get you an FBX plugin for Windows VS 2008 or OSX XCode
 3.x if you like. I don't currently have a linux box setup but can look
 into it if you want?
 
 
 Thanks again
 Tom

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] OsgAnimation questions, strange fps and splitting animations

2011-02-02 Thread Cedric Pinson
Hi Thomas,
Can you send the me files in osg, osgt, osgb. Then I will check those
format before trying the fbx plugin (I dont have it installed yet)

Regards,
Cedric

On Tue, 2011-02-01 at 18:37 +, Thomas Hogarth wrote:
 Hi Cedric
 
 
 Thanks for the feedback, 
 
 
 If you experience something weird, I would need test cases to
 reproduce
 and have a look to what's is wrong. So provide an osg file then I
 will
 be able to look at it.
 
 
 Just converted the the fbx to a few native formats here are my running
 results
 
 
 .osg = loads but doesn't play the animation any more. No warnings seem
 to be generated, however the character is not in the default pose
 
 
 .osgt = Does not load and produces the following
 error.' AsciiInputIterator::readProperty(): Unmatched property Head,
 expecting KeyFrameContainer'
 
 
 .osgb = Loads and plays the animation but does produce the following
 warnings. 'InputStream::readObject(): Unsupported wrapper class
 osg::ComputeBoundingBoxCalback', 'InputStream::readObject():
 Unsupported wrapper class osg::UpdateCallback'. It also produces the
 same gradual decrease in fps
 
 
 .osgx = Does not load and produces the following error.
 'XmlInputIterator::readProperty(): Unmatched property Head, expecting
 KeyFrameContainer.
 
 
 I'll provide you with a private link to the actual files as I
 purchased the model from turbosquid and don't think i should leave a
 public link, but guess I can trust you :).
 
 
 I also noticed the more I watch that the decrease does actually sync
 with the animation. As he starts to play the death animations things
 get slower. Could it just be more of the bones are actually animated
 in these later animations?
 
 
 Cheers
 Tom
 
 

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Blender osgExport nodemask

2010-12-16 Thread Cedric Pinson
Hi Ricky,

Sure it could make sense to setup a default nodemask when exporting from
the gui. I can't apply your patch in the current state. It would need to
be more general, like putting it in the gui or option ...

I have added an issue
https://bitbucket.org/cedricpinson/osgexport/issue/3/add-default-nodemask

An alternative should be to setup a specific name to your root node from
blender, then apply a visitor that will tag your graph with a specific
nodemask when loading it in osg.

Cedric

On Thu, 2010-12-16 at 13:29 +0100, Riccardo Corsi wrote:
 Hi Cedric and all,
 
 I'm currently using Blender and osgExport and I've seen that the
 exporter doesn't assign any nodemask to the exported scenegraph.
 Setting nodemasks from blender might be useful to identify/preprocess
 some imported models in osg.
 
 I'm a total noob in python, but the modified version of osgobject.py
 does the trick of setting a default nodemaks. 
 
 Do you think it's hard to retrieve the nodemask value from the config
 file, or expose a control on the exporter GUI?
 That would be a nice add on!
 
 Thank you,
 ricky
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] animationPath from Blender?

2010-12-09 Thread Cedric Pinson
Hi,

One way to do it, is to use osgAnimation to play your path, the idea is
to bake the path to an ipo in blender. Another way should be to improve
the blender exporter to export AnimationPath in 'osg' and not
'osgAnimation'

look to in the mailing history: 
[osg-users] [osgPlugins] blender osgExport with IPO Curve
http://forum.openscenegraph.org/viewtopic.php?p=22027#22027

Cheers,
Cedric

On Thu, 2010-12-09 at 22:00 +0100, Luca Vezzadini wrote:
 Hi,
 We would need to create anim paths in Blender and export them, so to attach 
 them to some objects (a camera, a moving truck, ...). While the Max exporter 
 handles anim curves properly and exports animationPaths, it seems that this 
 is not feasible in Blender. I've also checked out the latest version of the 
 script and apparently this feature is not supported.
 Can anybody suggest a way to get around it? We would like our paths to be 
 generic enough, so to be used with more than one object (imagine a library of 
 predefined anim paths that you can link to any object you like...).
 
 Thanks,
 
 Luca
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=34676#34676
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgAnimation : feeding MorphGeometry into RigGeometry

2010-12-06 Thread Cedric Pinson
Hi Peter,

Do you have some sample data in order I test it and debug ? In theory
piece are here to make it work but I have not been able to use this
path.
I would need to experiment with an example if you have one

Cheers,
Cedric

On Sun, 2010-12-05 at 15:54 +0100, Peter Wrobrl wrote:
 Hi,
 
 I'm feeding a MorphGeometry into RigGeometry, to achieve Character Animation 
 with Facial Morphing. The system works, but it is unclear where to attach the 
 osgAnimation::UpdateMorph.
 
 Two cases ( Source Attached ) :
 
 1.) Animation for UpdateMorph does not work
 GroupRoot ( with BasicAnimtionManager and an animation )
 --Skeleton
 Geode ( with UpdateMorph )
 --RigGeometry
 MorphGeometry ( Morph Base )
 --Geometry ( Morph Target )
 
 2.) Animation Works, but skinned and unskinned ( both morphing ) is Visible
 GroupRoot ( with BasicAnimtionManager and an animation )
 --Skeleton
 GeodeRig
 --RigGeometry
 MorphGeometry ( Instanced bellow )
 --GeodeMorph ( with UpdateMorph )
 MorphGeometry ( Morph Base )
 --Geometry ( Morph Target )
 
 I cannot turn off the NodeMask for the GeodeMorph, as then the UpdateMorph 
 does not calculate.
 
 So how can I attach the UpdateMorph so that the skin gets morphed ( before 
 Bone Influence ) and only one geometry been visible ?
 
 Btw, Cedric, should a FloatLinearChannel not be rather named morph than 0 
 ?
 Moreover, I'm writing out the file, there are issues in reading it back with 
 the osganimationviewer.
 I'm using SVN Version 2.9.10
 
 
 Thank you!
 
 Cheers,
 ParticlePeter
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=34536#34536
 
 
 
 
 Attachments: 
 http://forum.openscenegraph.org//files/osgmorphskin_102.zip
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgAnimation : feeding MorphGeometry into RigGeometry

2010-12-06 Thread Cedric Pinson
Arf sorry, I have not seen the link about the attachment :)

I will dig into

Cedric

On Sun, 2010-12-05 at 15:54 +0100, Peter Wrobrl wrote:
 Hi,
 
 I'm feeding a MorphGeometry into RigGeometry, to achieve Character Animation 
 with Facial Morphing. The system works, but it is unclear where to attach the 
 osgAnimation::UpdateMorph.
 
 Two cases ( Source Attached ) :
 
 1.) Animation for UpdateMorph does not work
 GroupRoot ( with BasicAnimtionManager and an animation )
 --Skeleton
 Geode ( with UpdateMorph )
 --RigGeometry
 MorphGeometry ( Morph Base )
 --Geometry ( Morph Target )
 
 2.) Animation Works, but skinned and unskinned ( both morphing ) is Visible
 GroupRoot ( with BasicAnimtionManager and an animation )
 --Skeleton
 GeodeRig
 --RigGeometry
 MorphGeometry ( Instanced bellow )
 --GeodeMorph ( with UpdateMorph )
 MorphGeometry ( Morph Base )
 --Geometry ( Morph Target )
 
 I cannot turn off the NodeMask for the GeodeMorph, as then the UpdateMorph 
 does not calculate.
 
 So how can I attach the UpdateMorph so that the skin gets morphed ( before 
 Bone Influence ) and only one geometry been visible ?
 
 Btw, Cedric, should a FloatLinearChannel not be rather named morph than 0 
 ?
 Moreover, I'm writing out the file, there are issues in reading it back with 
 the osganimationviewer.
 I'm using SVN Version 2.9.10
 
 
 Thank you!
 
 Cheers,
 ParticlePeter
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=34536#34536
 
 
 
 
 Attachments: 
 http://forum.openscenegraph.org//files/osgmorphskin_102.zip
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgAnimation : feeding MorphGeometry into RigGeometry

2010-12-06 Thread Cedric Pinson
Hi Peter,

I have a fix, but it's not the ideal solution. The idea is to cull the
morph geometry but to update it. In order to do that you can add a cull
callback that does not traverse child.
I have updated your sample to demonstrate the technique. Note you have
to add group in your hierarchy in order the cull callback works, it's
because the cull visitor iterate on drawable geode even if there is a
cull callback that does not traverse. You can see why with more detail
in osgUtil/CullVisitor.cpp:712 but doing it for a group will do the
things and will filter the subgraph only on rednering part.

Another way would be to setup the cull mask traversal but I dont
remember where it must be set.

About the channel '0' it's because the channel is associated to the
index of shape, it has been done like that in the past, it can be a
problem if you have more than one morphGeometry instance on a subgraph
driven by an animation manager. For skinning bones are named so I guess
we would need the same things for morph geometry.

Cheers,
Cedric

On Sun, 2010-12-05 at 15:54 +0100, Peter Wrobrl wrote:
 Hi,
 
 I'm feeding a MorphGeometry into RigGeometry, to achieve Character Animation 
 with Facial Morphing. The system works, but it is unclear where to attach the 
 osgAnimation::UpdateMorph.
 
 Two cases ( Source Attached ) :
 
 1.) Animation for UpdateMorph does not work
 GroupRoot ( with BasicAnimtionManager and an animation )
 --Skeleton
 Geode ( with UpdateMorph )
 --RigGeometry
 MorphGeometry ( Morph Base )
 --Geometry ( Morph Target )
 
 2.) Animation Works, but skinned and unskinned ( both morphing ) is Visible
 GroupRoot ( with BasicAnimtionManager and an animation )
 --Skeleton
 GeodeRig
 --RigGeometry
 MorphGeometry ( Instanced bellow )
 --GeodeMorph ( with UpdateMorph )
 MorphGeometry ( Morph Base )
 --Geometry ( Morph Target )
 
 I cannot turn off the NodeMask for the GeodeMorph, as then the UpdateMorph 
 does not calculate.
 
 So how can I attach the UpdateMorph so that the skin gets morphed ( before 
 Bone Influence ) and only one geometry been visible ?
 
 Btw, Cedric, should a FloatLinearChannel not be rather named morph than 0 
 ?
 Moreover, I'm writing out the file, there are issues in reading it back with 
 the osganimationviewer.
 I'm using SVN Version 2.9.10
 
 
 Thank you!
 
 Cheers,
 ParticlePeter
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=34536#34536
 
 
 
 
 Attachments: 
 http://forum.openscenegraph.org//files/osgmorphskin_102.zip
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net
/*	-*-c++-*- 
 *	Copyright (C) 2008 Cedric Pinson morni...@plopbyte.net
 *
 * This library is open source and may be redistributed and/or modified under  
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or 
 * (at your option) any later version.	The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 * 
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the 
 * OpenSceneGraph Public License for more details.
 */

#include iostream
#include osg/Geometry

#include osg/MatrixTransform
#include osg/Geode
#include osgViewer/Viewer
#include osgViewer/ViewerEventHandlers
#include osgGA/TrackballManipulator
#include osgGA/StateSetManipulator
#include osgUtil/SmoothingVisitor
#include osg/io_utils

#include osgAnimation/RigGeometry
#include osgAnimation/MorphGeometry
#include osgAnimation/BasicAnimationManager

#include osgDB/ReadFile
#include osgDB/WriteFile


struct FilterCullCallback : osg::NodeCallback
{
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{

// do nothing and stop traverse
}
};


bool validPointer( osg::Object * pointer , std::string error )  {
if ( pointer ) return true ;
else std::cout  error  std::endl  std::endl ;
return false ;
}



class RigGeometryFinder : public osg::NodeVisitor
{
public :	
RigGeometryFinder() : osg::NodeVisitor( osg::NodeVisitor::TRAVERSE_ALL_CHILDREN )  {}

void apply( osg::Geode  geode )  {
if ( _rigGeometry.valid() )
return ;

for( unsigned int i = 0 ; i  geode.getNumDrawables() ; ++i )  {
osgAnimation::RigGeometry * rigGeometry = dynamic_cast osgAnimation::RigGeometry * ( geode.getDrawable( i ) ) ;
if ( rigGeometry )  {
_rigGeometry = rigGeometry ;
return ;
}
}
}

osgAnimation::RigGeometry * getRigGeometry

Re: [osg-users] Blender osgExport multiple animations

2010-10-06 Thread Cedric Pinson
Hi,

Here the blender file related to nathan
http://hg.plopbyte.net/osgexport/raw-file/b76cc7564847/data/nathan/character.blend

Maybe it will helps

Cheers,
Cedric

On Wed, 2010-10-06 at 10:52 +0200, Alberto Luaces wrote:
 Michail Lanam writes:
 
  Hello.
 
  How do i split animations in Blender so they can be exported as separate by 
  osgExport? Also how do i join multiple object animations in one?
  Like, nathan.osg has different animations, not just one continuous 
  animation, nor he has separate animations for each geode.
 
 Hi Michail,
 
 In blender, you have to create several different animations in the
 Action editor. As for joining/splitting existing animations, I'm not
 sure how to do that. Maybe you can copy several channels to other
 animation...
 

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Blender osgExport multiple animations

2010-10-06 Thread Cedric Pinson
Hi Alberto,

Yes Ipo as Action does not works, but you should be able to export ipo
assigned to object. I have added some python script in pokme to merge
ipo with bones animation but after the exporter step.

In blender 2.5 animation system has been refactored so I guess It will
be easier to manage animations. About that osgexport is not ready for
blender 2.5, there is a repository for the 2.5 version but in early dev
stage...

Cheers,
Cedric

On Wed, 2010-10-06 at 17:11 +0200, Michail Lanam wrote:
 Alberto Luaces wrote:
  
  Hi Michail,
  
  In blender, you have to create several different animations in the
  Action editor. As for joining/splitting existing animations, I'm not
  sure how to do that. Maybe you can copy several channels to other
  animation...
  
  -- 
  Alberto
 The export works only with bones, the IPOs in Action are ignored.
 Cedric, your osgExport-2.5 support IPOs in Actions, or there's no need to 
 update?
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=32460#32460
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Blender osgExport multiple animations

2010-10-06 Thread Cedric Pinson
Hi,

Back to the first question the anwser is that you can't carry multiple
ipo to an object.

I added extra code in pokme to manage this cases but it's specific to my
pipeline.

I dont remember all the details so best is to look inside pokme project.

Cedric

On Wed, 2010-10-06 at 18:10 +0200, Michail Lanam wrote:
 Cedric Pinson wrote:
  
  Yes Ipo as Action does not works, but you should be able to export ipo
  assigned to object. I have added some python script in pokme to merge
  ipo with bones animation but after the exporter step.
 And again, suddenly, it comes to the beginning of the thread as i don't see 
 way one object could carry multiple IPOs without Actions, correct me if i'm 
 wrong. Well I'll, look at the pokme script, and see what i can do with your 
 script.
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=32464#32464
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] osgAnimation and TimelineAnimationManager

2010-10-06 Thread Cedric Pinson
Hi Jamie,

In fact the plan was to switch the frame from int to float, and to be
able to configure the frame resolution. I am a bit busy to take care
about that right now, so any helps is welcome.

Have a try and let me know

Cheers,
Cedric

On Wed, 2010-10-06 at 20:11 +0200, Garrett Cope wrote:
 Hi Cedric,
 
 Thanks much, that was very helpful for debugging. Everything is working now. 
 The problem ended up being that actions added using AddActionAt(...) to add 
 actions at the zero frame. They seemed to be skipped so that the action is 
 never activated. If I added a slight amount to the start time or just use 
 addActionNow() everything is fine.
 
 One other question: Is there a reason that framerate (in Action and Timeline) 
 is hardcoded with no public interface? If not, I can easily add this.
 
 Thank you!
 
 Cheers,
 Jamie
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=32485#32485
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] osgAnimation and TimelineAnimationManager

2010-10-05 Thread Cedric Pinson
Hi Jamie,

I have started the Timeline Animation manager with pokme project... It
worked when I used it, so I guess you can have a look to the source of
pokme http://hg.plopbyte.net/pokme

I know that this manager needs more work but I didn't have the time to
improve it... anyway if you have sample code to reproduce the problem I
will be happy to help.

For info, pokme use timeline animation manager with skinned model

Cheers,
Cedric

On Tue, 2010-10-05 at 21:32 +0200, Garrett Cope wrote:
 Hi,
 
 I was wondering if Cedric or anyone else has gotten the 
 TimelineAnimationManager to work with skinned animations (RigGeometry - 
 hardware or software)? I am trying to port my functional 
 BasicAnimationManager implementation over to TimelineAnimationManager as 
 shown in the osgAnimationTimeline example and everything breaks. The timeline 
 seems to update fine, but the rig update is updating with all identity 
 matrices, so no change is seen.
 
 Any ideas or examples anyone has other than osgTimelineAnimation?
 
 
 Thanks,
 Jamie
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=32422#32422
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] osgswig / osgpython

2010-08-31 Thread Cedric Pinson
Hi,

I have tried to compile osgswig (python), unfortunately there is a
compile issue. I have tried to fix it to build with the trunk of osg, I
have really improve the binding of missing stuff, just to be able to
build it.

I push the mercurial diff on this repository:
http://hg.plopbyte.net/osgswig/

Is there a better mailing list to talk about it ?

Cheers,
Cedric

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Tool to inspect instance of Referenced/Object

2010-08-16 Thread Cedric Pinson
Hi Robert,

I have started to add some hook in osg::Referenced to be able to catch
information about instanciation and destruction, My idea was to add an
InstanceHandler like the DeleteHandler.
i have tried to use thos two mecanism to be able to catch creation and
destruction without more intrusive code in Referenced.cpp

The problem is that Referenced can be created without new. So it means
that the DeleteHandler will not be called with my specific code. Before
(when 'hacked') it works because I have a symmetric mechanism
(constructor/destructor).

I dont see another solution than patching the destructor of Referenced
to call the an Unlog method or a more generic name. To be clear can we
have a second mecanism to log/unlog instance of referenced. I can add a
compile time flag and/or environnement variable. But without doing that
I dont know how to do it.

Any Idea ?

Cheers,
Cedric


On Sun, 2010-08-08 at 15:06 +0100, Robert Osfield wrote:
 Hi Cedric,
 
 I'm just quickly scanning through osg-users as I'm only around briefly
 before I head off on another weeks trip, this means I don't have time
 to dive in and start reviewing code and thinking about various
 possibilities.
 
 The best I can do right now is to give you my first gut reaction.
 First up I have now strong opinion on this general feature, the only
 key part would be that it doesn't affect performance or overcomplicate
 code and risk introducing bugs.  Second thought is that having
 multiple interfaces that can be customized would complicate the API
 and implementation, so might it be possible wrap it all up in one
 customizable functor i.e something like generalizing the DeleteHandler
 so it can do what it does right now and do the extra stuff you want.
 It might need renaming as a class, but I doubt it would affect too
 many users as DeleteHandler is a very niche feature.
 
 Robert.
 
 On Mon, Aug 2, 2010 at 8:39 AM, Cedric Pinson
 cedric.pin...@plopbyte.net wrote:
  Hi Robert,
 
  I have work on a small tool to detect how a program evolve during time,
  It tracks the numer of instance of each object inherited from
  osg::Referenced. I use this to detect 'leak' but release when quitting
  the program so not really a leak  but to detect consumption of too much
  memory during runtime.
  The tool to works need modification in osg::Referenced. because there is
  already a mecanism to set a custom DeleteHandler, I thought we could do
  the same to intercept instanciation of osg::Referenced with a custom
  InstanceHandler ?
 
  In my use case, I have used a NodeCallBack that dump every second the
  current instance of Referenced and Object, then I have used a function
  to dump the gnuplot script from the data store each seconds.
  Some screenshoot will help to understand how I use it:
 
  http://plopbyte.net/tmp/combined.png
  http://plopbyte.net/tmp/individual.png
 
  here the data generated to build the graph
  http://plopbyte.net/tmp/data.dat
  http://plopbyte.net/tmp/plot.script
 
 
  What do you think ?
 
  I have attached my modified Referenced and Referenced.cpp to work with
  my tool, but It would need to be more generic like the DeleteHandler to
  enter in OSG.
 
 
 
  Cheers,
  Cedric
 
  --
  Provide OpenGL, WebGL and OpenSceneGraph services
  +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
  http://www.plopbyte.net
 
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] blender exporter question

2010-08-13 Thread Cedric Pinson
Hi Simone,

The best way should be to update osgART component to work with the last
version of osg.
I remember that a version of the exporter worked with osg-2.8 but the
code (in exporter and osgAnimation contains bugs). 
I remember that some patch related to osgAnimation have been backported
to the last release of osg-2.8.2 so I think you could have a try with
this version and try if osgART works with it. In this case you could use
the last exporter I think.

If you want to try different version of osgexport You can install
mercurial get the repository with a specific revision. I dont have time
to check with more details right now.

Have a try with osg-2.8.2 and tell me if it works for you

Cheers,
Cedric

On Fri, 2010-08-13 at 10:51 +0200, Simone Mangano wrote:
 Hi Cedric,
 I have a question about your blender exporter to osg format.
 I'm developing an augmented reality application and want to display
 some animated models that uses bones animations like for example
 avatar.osg example in the osg data folder.
 I exported succesfully an example that works with osganimationviewer
 in osg 2.9.8 but unfortunately with this version of osg I'm having
 problems with the osgART library I'm using to connect with artoolkit.
 
 By the way I can use 2.8 version of the openscenegraph lib but the
 models I'm exporting seems not to work, some models results not
 coplete and some others doesn't display nothing, I imagine that the
 current version of exporter  uses an osg format that don't work with
 2.8.
 
 Is there a way to download an old version of the exportar to use for
 the 2.8 version?
 
 thanks a lot
 Simone Mangano
 

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgAnimation w hardware skinning clears model-stateset

2010-08-04 Thread Cedric Pinson
Hi Rob,

Thank you for the fix, I have merged the changes to the trunk.
Please next time, use the osg-submission mailing list to submit patch.

Thank you,

Regards,
Cedric

On Tue, 2010-08-03 at 17:38 +0200, Rob Smith wrote:
 Hi,
 
 I had some serious problems getting a hardware-skinned model texured because 
 the skinning-shader overwrites the statesete of the model. With that all 
 loaded textures and other material-stuff were deleted.
 
 So here's a tiny diff, that makes use of the existing stateset:
 
 Code:
 Index: src/osgAnimation/RigTransformHardware.cpp
 ===
 --- src/osgAnimation/RigTransformHardware.cpp (revision 11685)
 +++ src/osgAnimation/RigTransformHardware.cpp (working copy)
 @@ -255,11 +255,11 @@
  }
  program-addShader(_shader.get());
  
 -osg::ref_ptrosg::StateSet ss = new osg::StateSet;
 +osg::StateSet* ss = geom.getOrCreateStateSet();
  ss-addUniform(getMatrixPaletteUniform());
  ss-addUniform(new osg::Uniform(nbBonesPerVertex, 
 getNumBonesPerVertex()));
  ss-setAttributeAndModes(program.get());
 -geom.setStateSet(ss.get());
 +
  _needInit = false;
  return true;
  }
 
 
 
  
 
 
 
 Cheers,
 Rob
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=30495#30495
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] Tool to inspect instance of Referenced/Object

2010-08-02 Thread Cedric Pinson
Hi Robert,

I have work on a small tool to detect how a program evolve during time,
It tracks the numer of instance of each object inherited from
osg::Referenced. I use this to detect 'leak' but release when quitting
the program so not really a leak  but to detect consumption of too much
memory during runtime.
The tool to works need modification in osg::Referenced. because there is
already a mecanism to set a custom DeleteHandler, I thought we could do
the same to intercept instanciation of osg::Referenced with a custom
InstanceHandler ?

In my use case, I have used a NodeCallBack that dump every second the
current instance of Referenced and Object, then I have used a function
to dump the gnuplot script from the data store each seconds.
Some screenshoot will help to understand how I use it:

http://plopbyte.net/tmp/combined.png
http://plopbyte.net/tmp/individual.png

here the data generated to build the graph
http://plopbyte.net/tmp/data.dat
http://plopbyte.net/tmp/plot.script


What do you think ?

I have attached my modified Referenced and Referenced.cpp to work with
my tool, but It would need to be more generic like the DeleteHandler to
enter in OSG.



Cheers,
Cedric

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net
/* -*-c++-*- OpenSceneGraph - Copyright (C) 1998-2006 Robert Osfield 
 *
 * This library is open source and may be redistributed and/or modified under  
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or 
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 * 
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the 
 * OpenSceneGraph Public License for more details.
*/
#include stdlib.h

#include osg/Referenced
#include osg/Notify
#include osg/ApplicationUsage
#include osg/Observer

#include typeinfo
#include memory
#include set

#include OpenThreads/ScopedLock
#include OpenThreads/Mutex

#include osg/DeleteHandler
#include ReferencedExtra.cpp

namespace osg
{


//#define ENFORCE_THREADSAFE
//#define DEBUG_OBJECT_ALLOCATION_DESTRUCTION

// specialized smart pointer, used to get round auto_ptr's lack of the destructor reseting itself to 0.
templatetypename T
struct ResetPointer
{
ResetPointer():
_ptr(0) {}

ResetPointer(T* ptr):
_ptr(ptr) {}

~ResetPointer()
{
delete _ptr;
_ptr = 0;
}

inline ResetPointer operator = (T* ptr)
{
if (_ptr==ptr) return *this;
delete _ptr;
_ptr = ptr;
return *this;
}

void reset(T* ptr)
{
if (_ptr==ptr) return;
delete _ptr;
_ptr = ptr;
}

inline T operator*()  { return *_ptr; }

inline const T operator*() const { return *_ptr; }

inline T* operator-() { return _ptr; }

inline const T* operator-() const   { return _ptr; }

T* get() { return _ptr; }

const T* get() const { return _ptr; }

T* _ptr;
};


typedef ResetPointerDeleteHandler DeleteHandlerPointer;
typedef ResetPointerOpenThreads::Mutex GlobalMutexPointer;

OpenThreads::Mutex* Referenced::getGlobalReferencedMutex()
{
static GlobalMutexPointer s_ReferencedGlobalMutext = new OpenThreads::Mutex;
return s_ReferencedGlobalMutext.get();
}

// helper class for forcing the global mutex to be constructed when the library is loaded. 
struct InitGlobalMutexes
{
InitGlobalMutexes()
{
Referenced::getGlobalReferencedMutex();
}
};
static InitGlobalMutexes s_initGlobalMutexes;


#if !defined(_OSG_REFERENCED_USE_ATOMIC_OPERATIONS)
static bool s_useThreadSafeReferenceCounting = getenv(OSG_THREAD_SAFE_REF_UNREF)!=0;
#endif
// static std::auto_ptrDeleteHandler s_deleteHandler(0);
static DeleteHandlerPointer s_deleteHandler(0);

static ApplicationUsageProxy Referenced_e0(ApplicationUsage::ENVIRONMENTAL_VARIABLE,OSG_THREAD_SAFE_REF_UNREF,);

void Referenced::setThreadSafeReferenceCounting(bool enableThreadSafeReferenceCounting)
{
#if !defined(_OSG_REFERENCED_USE_ATOMIC_OPERATIONS)
s_useThreadSafeReferenceCounting = enableThreadSafeReferenceCounting;
#endif
}

bool Referenced::getThreadSafeReferenceCounting()
{
#if defined(_OSG_REFERENCED_USE_ATOMIC_OPERATIONS)
return true;
#else
return s_useThreadSafeReferenceCounting;
#endif
}


void Referenced::setDeleteHandler(DeleteHandler* handler)
{
s_deleteHandler.reset(handler);
}

DeleteHandler* Referenced::getDeleteHandler()
{
return s_deleteHandler.get();
}

#ifdef DEBUG_OBJECT_ALLOCATION_DESTRUCTION
OpenThreads::Mutex getNumObjectMutex()
{
static OpenThreads::Mutex s_numObjectMutex;
return s_numObjectMutex;
}
static int s_numObjects = 0;
#endif

Referenced::Referenced(int dontlog):
#if defined

Re: [osg-users] Tool to inspect instance of Referenced/Object

2010-08-02 Thread Cedric Pinson
Hi Jean Sebastien,

My implementation just add a call in constructor and destructor of
osg::Referenced, and then in a map increment or decrement from the type.

It's really simple but was helpful.

I will see how Robert answer, and we will adjust how to put our stuff
and mixing them in osg.

Cheers,
Cedric

On Mon, 2010-08-02 at 09:32 -0400, Jean-Sébastien Guay wrote:
 Hi Cedric,
 
  I have work on a small tool to detect how a program evolve during time,
  It tracks the numer of instance of each object inherited from
  osg::Referenced. I use this to detect 'leak' but release when quitting
  the program so not really a leak  but to detect consumption of too much
  memory during runtime.
  The tool to works need modification in osg::Referenced. because there is
  already a mecanism to set a custom DeleteHandler, I thought we could do
  the same to intercept instanciation of osg::Referenced with a custom
  InstanceHandler ?
 
 A while ago I suggested a similar modification to osg::Referenced to be 
 able to register all instances of osg::Referenced created, and dump the 
 current state at a given time.
 
 http://thread.gmane.org/gmane.comp.graphics.openscenegraph.user/37589/focus=38000
 
 http://thread.gmane.org/gmane.comp.graphics.openscenegraph.cvs/4682
 
 I used this to find a runtime memory leak caused by a circular reference 
 in osgShadow::StandardShadowMap and related classes. The ShadowTechnique 
 had a ref_ptr to the scene camera, and indirectly (through the scene's 
 children eventually going to the ShadowedScene) the camera also had a 
 ref_ptr to the ShadowTechnique, so both their ref counts always stayed 
  = 1 and the whole scene was never deleted. This was a big memory leak 
 for us since our software needs to be able to load many scenarios during 
 its runtime, and we expected the whole scene to be deleted when a new 
 scenario was loaded.
 
 However, Robert asked that I wire in support to enable/disable my 
 modifications in CMake, which made sense, but I never got around to 
 doing it. :-( Perhaps if your modifications get accepted I'd be able to 
 adapt what I had done and we'd get the best of both worlds.
 
 Do your changes also intercept calls to ref(), unref() and 
 unref_nodelete()? That was useful to me in order to find out who was 
 keeping refs to my objects and not releasing them.
 
 Good work,
 
 J-S

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Human 3d model animation/motion

2010-07-13 Thread Cedric Pinson
Hi Sanat,

If you want to use blender the best way to export is to use osgexport
for blender IMO. I did osgAnimation and osgexport for blender at the
same time. If you plan to use 3dsmax or other I guess the best is to use
collada.

You can get osgexport here http://hg.plopbyte.net/osgexport/ with
mercurial like this:
hg clone http://hg.plopbyte.net/osgexport/

You will find some 'template' data in the repository as example ready to
export and usable in osg.

Cheers,
Cedric

On Wed, 2010-07-14 at 00:52 +0200, Sanat Talmaki wrote:
 Hi Glenn,
 
 As if now, I was hoping to use open source tools for at least the conversion 
 to osg part.
 
 I did some reading following Jean's and Martin's post and I kind of followed 
 the following:
 1) Since I am trying to use models in my simulation, I wouldn't want to spend 
 too much time on creating rigged+animated models in blender/3ds etc. I would 
 want to buy/use already rigged+animated models.
 
 2)In Blender, to export, I presume Collada 1.4 is the best format to pick in 
 order to preserve animations and skins. 
 
 3) The part I am having trouble getting figured out is this: Assuming I have 
 a model in dae format (collada). I didn't find any example where this can be 
 used in a simulation straight away taking advantage of the animation already 
 present in the model. 
 
 I am already working on an osg app using visual studio and was not sure if I 
 can use just the character animation part of delta 3d as osg satisfies my 
 other requirements so far.
 
 Thanks,
 
 Sanat.
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=29975#29975
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Character animation in OSG

2010-07-12 Thread Cedric Pinson
Hi Michele,
In osgAnimation a Bone inherit from MatrixTransform so a way to do it
run a visitor that will check the matrix of your Bone. Another way could
be to add a Custom callback to your bone that will do something on your
Bone. I have not tried yet but I guess both way should work.

Cheers,
Cedric

On Mon, 2010-07-12 at 17:30 +0200, Michele Olsen wrote:
 Hello,
 
 I've been working in osgCal and cal3d for a few weeks now and one thing I 
 would like to see in osgAnimation is the capability to control a bone during 
 a cycle animation. Specifically, I want to be able to control where a head is 
 looking while an idle animation is playing. I don't think there is a simple 
 way to do it in osgCal or cal3d, or I haven't found it yet. Also, 
 documentation could be improved upon. 
 
 Thanks for all your hard work!
 
 Michele
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=29926#29926
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osganimationsolid example

2010-07-08 Thread Cedric Pinson
Hi,
The channel are linked to target with name. To check the name that works
you can read the files:
src/osgAnimation/StackedRotateAxisElement.cpp
src/osgAnimation/StackedTranslateElement.cpp
src/osgAnimation/StackedScaleElement.cpp
src/osgAnimation/StackedQuaternionElement.cpp
src/osgAnimation/StackedMatrixElement.cpp
The logic to understand the link operation for those elements are
located in src/osgAnimation/StackedMatrixElement.cpp:

bool UpdateMatrixTransform::link(osgAnimation::Channel* channel)
{
const std::string channelName = channel-getName();

// check if we can link a StackedTransformElement to the current
Channel
for (StackedTransform::iterator it = _transforms.begin(); it !=
_transforms.end(); ++it)
{
StackedTransformElement* element = it-get();
if (element  !element-getName().empty()  channelName ==
element-getName())
{
Target* target = element-getOrCreateTarget();
if (target  channel-setTarget(target))
return true;
}
}

OSG_INFO  UpdateMatrixTransform::link Channel  
channel-getName()   does not contain a symbolic name that can be
linked to a StackedTransformElement.  std::endl;

return false;
}


For the Material animation you will have to look to
src/osgAnimation/UpdateMaterial.cpp

The euler you are talking are not in the trunk anymore, it means that
osganimationsolid, has not been updated and should use something like
rotateaxis.

I hope this little explanation will help you.

Cheers,
Cedric

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net

On Thu, 2010-07-08 at 11:53 +0200, Raymond de Vries wrote:

 Hi Gianni,
 
 As far as I can see the euler animation is not working at all: no 
 rotation. The euler animation is not 'routed', so to say. There are no 
 'pre-defined' words or so, the words have to match for correct routing 
 (like the 'position').
 
 regards
 Raymond
 
 
 
 On 7/7/2010 6:31 PM, Gianni Ambrosio wrote:
  Hi All,
  I tried to look at the osganimationsolid example but I'm not sure to 
  understand it correctly. Is seems to me that the way a channel is conected 
  to an animation is string diven.
 
  Example (from osganimationsolid):
 
   osgAnimation::Vec3LinearChannel* channelAnimation2 = new 
  osgAnimation::Vec3LinearChannel;
   channelAnimation2-setTargetName(AnimatedCallback);
   channelAnimation2-setName(euler);
   
  channelAnimation2-getOrCreateSampler()-getOrCreateKeyframeContainer()-push_back(osgAnimation::Vec3Keyframe(0,
   osg::Vec3(0,0,0)));
   
  channelAnimation2-getOrCreateSampler()-getOrCreateKeyframeContainer()-push_back(osgAnimation::Vec3Keyframe(1.5,
   osg::Vec3(2*osg::PI,0,0)));
   osgAnimation::Animation* anim2 = new osgAnimation::Animation;
   anim2-addChannel(channelAnimation2);
   anim2-setPlaymode(osgAnimation::Animation::LOOP);
 
  So the name euler is the only way I see that states the channel values 
  are related to a rotation. Is it correct? If so, where can I find the list 
  of all strings available?
 
  Regards
  Gianni
 
  --
  Read this topic online here:
  http://forum.openscenegraph.org/viewtopic.php?p=29799#29799
 
 
 
 
 
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 





signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Question about osgAnimation Bezier curves

2010-07-05 Thread Cedric Pinson
Hi,
p is point
i is control point in
o is control point out

You maybe interested to look in file include/osgAnimation/BezierCubic
and include/osgAnimation/Interpolator
It's where the bezier code are located

Cheers,
Cedric


On Mon, 2010-07-05 at 09:35 +, daniele argiolas wrote:
 What are p, i, o parameters of Vec3CubicBezier template?
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=29667#29667
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] hierarchy animation in FBX problem

2010-06-04 Thread Cedric Pinson
Hi,
In fact osganimationviewer works but you need to play with the camera to
see find your object :)

I thought It could comes from the refactore of osgGA manipulator
something that would change in the context of osganimationviewer.

Anyway I will have to dig and fix it. Just to warn you that if you
search in the scene you may find your object :)

Cheers,
Cedric

On Fri, 2010-06-04 at 09:45 +0100, Michael Platings wrote:
 I'm using all the latest code from SVN, details here:
 http://www.openscenegraph.org/projects/osg/wiki/Downloads/SVN
 
 osgAnimationViewer is broken at present so I'm using osgViewer, except
 I modified it to automatically play any animations it finds.
 
 
 On 4 June 2010 08:38, Eric Pouliquen eric.pouliq...@gmail.com wrote:
 Hi Michael,
 
 The sequence on your screenshots is correct !
 
 Did you try to open it directly in osganimationviewer ? Just
 to be sure that the problem is not in this app.
 
 So that's a really good point for me if you managed to see the
 anim in osg !
 
 I need now to ask you where to find code source of the version
 you talked about ?
 
 * I did'nt find the 2011.2 OpenSceneGraph FBX plugin
 version... can you tell me the svn folder ?
 * which version of osg are you using ?
 * My last tests of compilation crashed because the fbx plugin
 code search osgAnimation include which doesn't exist
 anymore :(
 
 If you can help just to set all correct versions...
 
 Thanks a lot for your help !
 
 
 Eric
 
 --
 Read this topic online here:
 
 http://forum.openscenegraph.org/viewtopic.php?p=28567#28567
 
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


[osg-users] osgAnimation osg files

2010-06-02 Thread Cedric Pinson
Hi Robert, All

I dont know how yet, but it seems there is a regression in osgAnimation
related to load nathan.osg files in osganimationviewer example.

Robert, or other people who sent submission about osgAnimation or
serializers if you have any idea. I will take it.

Cheers,
Cedric

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgAnimation osg files

2010-06-02 Thread Cedric Pinson
I made a quick test, and it seems that other examples related to
osgAnimation works fine, I suppose it's just something related to
display.
I will continue to debug it later

Cheers,
Cedric

On Wed, 2010-06-02 at 12:45 +0200, Cedric Pinson wrote:
 Hi Robert, All
 
 I dont know how yet, but it seems there is a regression in osgAnimation
 related to load nathan.osg files in osganimationviewer example.
 
 Robert, or other people who sent submission about osgAnimation or
 serializers if you have any idea. I will take it.
 
 Cheers,
 Cedric
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgAnimation osg files

2010-06-02 Thread Cedric Pinson
Ok in fact it works, just the camera is not set correctly by default. So
the nathan.osg is loaded but very far and clipped.

I will check later why ...

Cheers,
Cedric

On Wed, 2010-06-02 at 13:22 +0200, Cedric Pinson wrote:
 I made a quick test, and it seems that other examples related to
 osgAnimation works fine, I suppose it's just something related to
 display.
 I will continue to debug it later
 
 Cheers,
 Cedric
 
 On Wed, 2010-06-02 at 12:45 +0200, Cedric Pinson wrote:
  Hi Robert, All
  
  I dont know how yet, but it seems there is a regression in osgAnimation
  related to load nathan.osg files in osganimationviewer example.
  
  Robert, or other people who sent submission about osgAnimation or
  serializers if you have any idea. I will take it.
  
  Cheers,
  Cedric
  
  ___
  osg-users mailing list
  osg-users@lists.openscenegraph.org
  http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] How to correctly manage animations?

2010-06-02 Thread Cedric Pinson
Hi Alessandro,

Yeah the list of animation is copied. Good to know it works now. I added
this to the mailing list for log for other users.

Cheers,
Cedric

On Wed, 2010-06-02 at 23:30 +0200, alessandro terenzi wrote:
 Ok, I think I found where the problem was...I was doing something like
 this:
 
 // in the apply method...
 ...
 osgAnimation::AnimationManagerBase* b = ...
 ...
 osgAnimation::BasicAnimationManager _am;
 _am = new osgAnimation::BasicAnimationManager(*b);
 osgAnimation::AnimationList animations = b-getAnimationList();
 for (osgAnimation::AnimationList::iterator it = animations.begin();
 it != animations.end(); ++it)
 {
 _am-playAnimation(*it);
 }
 ...
 
 and animations were not played during the update traversal. Then I
 replaced b with _am this solved the problem, so I did something like
 this:
 
 // in the apply method...
 ...
 osgAnimation::AnimationManagerBase* b = ...
 ...
 osgAnimation::BasicAnimationManager _am;
 _am = new osgAnimation::BasicAnimationManager(*b);
 osgAnimation::AnimationList animations = _am-getAnimationList();
 for (osgAnimation::AnimationList::iterator it = animations.begin();
 it != animations.end(); ++it)
 {
 _am-playAnimation(*it);
 }
 ...
 
 I realized that in the 1st case the animation was not found in the
 list of animations of the BasicAnimationManager _am, so it was not
 actually played. I thought that the list was the same of the
 AnimationManagerBase b, but actually it is not (or, at least, it is
 not the same for the comparison carried on inside playAnimation(.)).
 
 Alessandro
 
 
 On Wed, Jun 2, 2010 at 5:33 PM, alessandro terenzi
 a.tere...@gmail.com wrote:
 No progress on my side...
 
 I'm attacching the OSG model converted from FBX...
 
 Alessandro
 
 
 
 On Wed, Jun 2, 2010 at 4:09 PM, Cedric Pinson
 cedric.pin...@plopbyte.net wrote:
 Hi,
 I dont have fbx plugin could you convert the fbx file
 to .osg , I would
 like to check if your fbx file converted to osg works
 in
 osganimationviewer.
 
 Any progress about your problem ?
 
 Cheers,
 Cedric
 
 On Wed, 2010-06-02 at 12:18 +0200, alessandro terenzi
 wrote:
 
 
  By the way, here is a sample FBX model to test if
 you need it...please
  note that this require the latest fix by Michael
 Platings in order to
  work.
 
  Alessandro
 
  On Wed, Jun 2, 2010 at 11:49 AM, alessandro terenzi
  a.tere...@gmail.com wrote:
  Yes, same thing, but while the FBX animation
 is played, the
  nathan.osg files doesn't show any geometry,
 just the xyz axes.
  So just to be clear:
 
  osganimationviewer:
 
  - plays FBX animations
  - doesn't display nathan.osg model
 
  osgviewer (with the modifications I sent
 earlier and that I
  took from osganimationviewer example):
 
  - doesn't play animation (FBX)
  - doesn't display nathan.osg model
 
  I'm using OSG 2.9.6 with osgAnimation from
 OSG 2.9.8. Finally,
  the same happens if I use osgviewer from OSG
 2.9.8 with my
  modifications.
 
  Regards.
  Alessandro
 
 
 
  On Wed, Jun 2, 2010 at 11:28 AM, Cedric
 Pinson
  cedric.pin...@plopbyte.net wrote:
  Hi Alessandro,
 
  Same thing with osganimationviewer ?
 I will have a
  look this afternoon
 
  Cheers,
  Cedric
 
 
  On Wed, 2010-06-02 at 10:27 +0200,
 alessandro terenzi
  wrote:
   I've tried also with osg 2.9.8 and
 nathan.osg but
  animation is not
   played...looking at the console I
 see lots of errors

Re: [osg-users] bvh plugin

2010-05-28 Thread Cedric Pinson
Hi,

The regular way to get something in the tree is to write a NodeVisitor
that will traverse the tree to find what you want. Have a look at
osganimationhardware, It loads a file and setup it for hardware
skinning.

Cheers,
Cedric


-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net

On Fri, 2010-05-28 at 08:12 +, Aitor Ardanza wrote:
 Hi,
 
 I have seen in osgChina these lines of code ...
 
 
 Code:
 osg::ref_ptrosg::Node node = osgDB::readNodeFile(walk.bvh);
 skelroot-setDefaultUpdateCallback();
 skelroot-addChild(node.get());
 
 osg::ref_ptrosgAnimation::Animation anim = new osgAnimation::Animation;
 anim-setPlaymode(osgAnimation::Animation::PPONG);
 
 osg::ref_ptrosgAnimation::BasicAnimationManager manager = new 
 osgAnimation::BasicAnimationManager;
 manager-registerAnimation(anim.get());
 root-addChild(skelroot.get());
 root-setUpdateCallback(manager.get());
 
 
 
 I need to access the skeleto bones (to get its matrix) to link them to a 
 shader to do hardware skinning ... any ideas?
 
 Thank you!
 
 Cheers,
 Aitor
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=28318#28318
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 



signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] osgAnimation speed control

2010-05-27 Thread Cedric Pinson
Hi Peter,

In this case the easiest way should be to inherit to customize the
behaviour you want, typically overload 
operator()(osg::Node* node, osg::NodeVisitor* nv)
To use your own timer

BasicAnimationManager is for basic usage, I guess later if people need
more it would make sense to create a more complex AnimationManager like
the TimelineAnimationManager.


Cheers,
Cedric


On Thu, 2010-05-27 at 18:49 +, Peter Wrobrl wrote:
 Hi,
 
 Thx, but if I understand the simuation time right, it is a global value for 
 the complete SG. I am seraching rather for individual Animation Control per 
 Animation Manager.
 I import different Characters into the osg environment, each of them has its 
 own AnimationManager and I would like to control the animation speed 
 separatly on per Character baseis.
 
 Thank you!
 
 Cheers,
 Peter
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=28301#28301
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net


signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Bone space matrix

2010-05-06 Thread Cedric Pinson
Hi,
I can't help more without other details, i can just tell you to check
the osganimationskinning example.
My First advise should be to make it work with software implementation.

I could help but i would need to have a small example i could run and
debug to have a quick overview what's wong.

Cheers,
Cedric

On Thu, 2010-05-06 at 08:04 +, Aitor Ardanza wrote:
 Hi,
 
 Well, I managed to position the nodes to start, but I dont know how can I 
 update them, for viewing, each time step.
 
 
 Code:
 bone0 = new osgAnimation::Bone;
   
 bone0-setInvBindMatrixInSkeletonSpace(osg::Matrix::inverse(osg::Matrix::translate(0,0,0)));
 bone0-setName(right0);
   pBone0Update = new osgAnimation::UpdateBone(right0);
 pBone0Update-getStackedTransforms().push_back(new 
 osgAnimation::StackedTranslateElement(osg::Vec3(0,3,0)));
 bone0-setUpdateCallback(pBone0Update);
 
 
 
 at each time step:
 
 
 Code:
 bone0-setMatrix(osg::Matrix::rotate(bone0Rot));
   bone1-setMatrix(osg::Matrix::rotate(bone1Rot));
   boneMatrices[1] = bone0-getMatrixInBoneSpace();
   boneMatrices[2] = bone1-getMatrixInBoneSpace();
 
 
 
 Now the cylinder is transformed correctly, but the nodes dont moves ... I 
 guess I'll have to call in some way to osgAnimation:: UpdateBone...
 
 [Image: http://img132.imageshack.us/img132/7231/osgskinning1.jpg ]
 
 Thank you!
 
 Cheers,
 Aitor
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=27601#27601
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net



signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Bone space matrix

2010-05-06 Thread Cedric Pinson
Hi,

setMatrix in the Bone would update the bone, like a MatrixTransform. So
If you update the matrix and you dont see any update of children on the
screen then there is something wrong.

I suggest to read the UpdateBone.cpp in osgAnimation to see how bones
are updated in 'classical' way.

Another stuff that comes in mind is that maybe you could use the regular
path (like in osganimationskinning) and define your customized
UpdateBone class that could take input from your events and generate a
matrix from that.

Cheers,
Cedric


On Thu, 2010-05-06 at 15:29 +, Aitor Ardanza wrote:
 Hi,
 
 I've been looking at the example of osganimationskinning... but this example 
 uses a pre-generated animation, and in my case I change the position and 
 direction of the nodes with keyboard events.
 
 For example, we apply a rotation to bone0Rot (OSG:: Quat) with a keyboard 
 event:
 
 Code:
 bone0Rot- makeRotate (rotx-0.04, OSG:: Vec3 (1.0,0,0), roty, OSG:: Vec3 
 (0.0,0,1.0), 0, OSG:: Vec3 (0.0,1,0.0));
 
 
 and then, at each time step, I apply that to the bone:
 
 Code:
 bone0- setMatrix (OSG:: Matrix:: rotate (bone0Rot));
 
 
 with this we would have the matrix of the bone to do the skinning, it works 
 well.
 
 Code:
 boneMatrices[1] = bone0-getMatrixInBoneSpace();
 
 
 boneMatrices communicates with the vertices shader.
 
 I just be wanting to know how to update the position of the bone on the 
 screen ..
 
 Thank you!
 
 Cheers,
 Aitor
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=27619#27619
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net



signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] Collada Animations Support

2010-05-05 Thread Cedric Pinson
Hi
It would be great. Not sure what the best method to add it, i thought
one time to add an option to the osganimation reader to add stuff in the
scene graph, this could be trigger by plugin option string.

Cheers,
Cedric

On Wed, 2010-05-05 at 14:12 +0100, Michael Platings wrote:
 We really do need to merge osganimationviewer into osgviewer :P
 
 On 5 May 2010 11:31, daniele argiolas arj...@gmail.com wrote:
 Ahhh!!!
 
 with osganimationviewer works!!!
 
 thank you very much!
 
 --
 Read this topic online here:
 
 http://forum.openscenegraph.org/viewtopic.php?p=27559#27559
 
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

-- 
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net



signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] Bone space matrix

2010-05-05 Thread Cedric Pinson
I suspect you use an 'old' version of osgAnimation, osgAnimation has
been changed about that since OpenSceneGraph 2.8.3. I recommand you to
update to the last version.

Cheers,
Cedric

On Wed, 2010-05-05 at 11:22 +, Aitor Ardanza wrote:
 Hi,
 
 I'm having problems with this issue. I build the skeleton as follows:
 
 Code:
 osg::ref_ptrosgAnimation::Skeleton skelroot = new osgAnimation::Skeleton;
 skelroot-setDefaultUpdateCallback();
 root = new osgAnimation::Bone;
 {
 root-setBindMatrixInBoneSpace(osg::Matrix::identity());
 root-setBindMatrixInBoneSpace(osg::Matrix::translate(0,0,0));
 root-setName(root);
   boneMatrices[0] = root-getMatrixInBoneSpace();
// root-setDefaultUpdateCallback();
 }
 
   bone0 = new osgAnimation::Bone;
   bone0-setBindMatrixInBoneSpace(osg::Matrix::identity());
   bone0-setTranslation(osg::Vec3(0,3,0));
 bone0-setName(right0);
// right0-setDefaultUpdateCallback(right0);
   boneMatrices[1] = bone0-getMatrixInBoneSpace();
 
   bone1 = new osgAnimation::Bone;
   bone1-setBindMatrixInBoneSpace(osg::Matrix::identity());
   bone1-setTranslation(osg::Vec3(0,3,0));
 bone1-setName(right1);
// right1-setDefaultUpdateCallback(right1);
   boneMatrices[2] = bone1-getMatrixInBoneSpace();
 
 root-addChild(bone0.get());
 bone0-addChild(bone1.get());
 skelroot-addChild(root.get());
 
 
 
 I supposed that bon0- getMatrixInBoneSpace () return the array without 
 translations, but it is not. 
 1 0 0 0
 0 1 0 3
 0 0 1 0
 0 0 0 1
 
 What am I doing wrong?
 
 Thank you!
 
 Cheers,
 Aitor
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=27563#27563
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net



signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


Re: [osg-users] [osgPlugins] Collada Animations Support

2010-05-03 Thread Cedric Pinson
Hi Daniele,
Which blender did you use to export your animation ?
the last up to date blender exporter is at
http://hg.plopbyte.net/osgexport/

you can also find some infos
http://www.openscenegraph.org/projects/osg/wiki/Community/NodeKits/osgAnimation

Cheers,
Cedric

On Mon, 2010-05-03 at 13:48 +, daniele argiolas wrote:
 In many collada sample that I try (also a simple animation made with blender) 
 the error message was:
 
 Could not locate UpdateCallback for channel target Cube/translate
 
 This for a cube translation.
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=27516#27516
 
 
 
 
 
 ___
 osg-users mailing list
 osg-users@lists.openscenegraph.org
 http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
 

-- 
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net



signature.asc
Description: This is a digitally signed message part
___
osg-users mailing list
osg-users@lists.openscenegraph.org
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org


  1   2   3   4   5   >