Hi Thilo,
On 18 August 2012 20:42, Thilo Weigel thilo.wei...@atrics.de wrote:
I locally changed Animation::update() to be virtual and inherited my own
animation class with special backwards animation code in the update()
function.
Would it be possible to make Animation::update() virtual in
Hi,
I locally changed Animation::update() to be virtual and inherited my own
animation class with special backwards animation code in the update()
function.
Would it be possible to make Animation::update() virtual in future osg
releases? Or is my approach rather discouraged?
Thank you!
Hi Paul,
Thank your for your suggestion. Decrementing the simulation time in
Viewer::frame() would probably allow to play one animation backwards. But I
would be stuck if I wanted to play two different animations at the same time,
one being played backwards and one in the normal direction?
Hi,
Unfortunately I couldnt figure out how to play a given animation
backwards. The animation is part of a model read from an osgt file.
Looking at osgAnimation/Animation.cpp it would be straightforward to add
an additional switch case to Animation::update()
case ONCE_BACKWARDS:
t =
Did you try decrementing the simulation time in your call to Viewer::frame()?
I'm not familiar with osgAnimation internals, but other animations in oSG, such
as osg AnimationPath, osgSim animated light points, and osgParticle simulations,
are all based on the simulation time. It would be very
Hi, Thilo You can do this with://animationPathCallback is a osg::AnimationPathCallback*double animationTime = animationPathCallback-getAnimationTime();//use animation duration instead if you want to play from last
Ouch, for some reason i thought you were using osg::AnimationPath animation. Cant say anything about osgAnimation. 02.07.2012, 19:56, "Sergey Polischuk" pol...@yandex.ru:Hi, Thilo You can do this with://animationPathCallback is a osg::AnimationPathCallback*double animationTime =
7 matches
Mail list logo