ok, I was far these days but I m back :)
let me see if I understood all operation and you say me if Im correct
please.
First, I have a object like .OSG extension.
This object have a lot of nodes.
I have to look which node is a AnimationPathCallback
When I find a node that is a
Hi Carlos,
On Sun, Jul 12, 2009 at 7:58 PM, Carlos Sanchesces...@gmail.com wrote:
I see in .OSG file the animation path . I changed the loop to NO_LOOPING and
the object play onetime. very good too.But I still need to know the
animation time and later to check the current time.
Once you have
Ok, I m studying callback and nodevisitors from the OSG book these days and
I have some advance. :)
I have this class :
class FindNamedNode : public osg::NodeVisitor
{
public:
FindNamedNode( )
: osg::NodeVisitor( osg::NodeVisitor::TRAVERSE_ALL_CHILDREN ){}
virtual void apply(
Hi,
getCurrentFrame:
AnimationPathCallback::getAnimationTime()
getNumberOfFrame for an animation:
AnimationPath::getLastTime()-AnimationPath::getFirstTime()
i guess that for the setCurrentFrame you will have to inherit from the
AnimationPathCallback to add this function.
If you dont have more
Ok, I m studying the osganimate example .
But I m stoped in the part that I have to insert the ControlPoints.
animationPath-insert(time,osg::AnimationPath::ControlPoint(position,
rotation));
How can I get the control points(position and rotation) of my imported
animated object from 3DMAX like
Hi all !
I have a animated object and I need that the animation stops in the last
frame, not to be in loop.
How do you sugest that I do this ?
tks
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Hi,
What do you use to animate your objects ?
Cheers,
Cedric
On Mon, 2009-07-06 at 08:51 -0300, Carlos Sanches wrote:
Hi all !
I have a animated object and I need that the animation stops in the
last frame, not to be in loop.
How do you sugest that I do this ?
tks
i m only loading it with this:
osg::Node* testenode=osgDB::readNodeFile(obj_mesh);
the animation is always in loop.
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Hi,
I you are using AnimationPath you would need to do is to set all your
animations to NO_LOOPING see osg/AnimationPath header.
I think you can search LOOP_MODE in your file and replace it to
NO_LOOPING if it's possible to alter the file.
Cheers,
Cedric
On Mon, 2009-07-06 at 14:20 +0200,
I m seeing the examples but look like that my problem is that I m doing the
animation in 3DMAX and exporting the object in .IVE file.
The object load but always in loop mode.
Maybe I m not understanding something but look like that OSG have a
dificulty in control of animations . I m refering
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