Hi, as you could already read on the user list, let me introduce to you Carlo Orru, the guy who will bring animations to OpenSG. Treat him well :-)
Dirk Reiners wrote: > sorry for the late response, the end of the semester is a little always crazy. > >> - Do you have some concrete ideas on how an animation >> framework should look like in OpenSG? Are there any >> papers/references other SceneGraphs where to learn from? > > None that I'm aware of, this is not really my topic. X3D has a basic concept > (Fields/Routes) that seems to work reasonably well, but it is very general > and > goes beyond animation. One concern is how and where to store the actual animation data. An animation can have n keyframes which have to be stored somewhere. Keyframes should also be sharable across the scenegraph! Could this be done with a keyframe pool (similar to vred's materialpool...) >> - Where should he work on? In OpenSG 2.0 or OpenSG 1.8? I >> personally prefer 1.8 as I think we won't use 2.0 anytime >> soon. > > I'm with Marcus on this one: if you can write it in a way to supports both or > can be ported easily. The mainly means use RefPtrs everywhere. :) I agree. >> - I need some help from you guys taking care that the result >> is satisfying for all of us (a kind of tutor/mentor). Any volunteer? > > I'll be happy to have you bounce ideas off me, but my reaction times are a > little unpredictable these days (I'm swapping quite a bit). :-/ > > Here are some ideas/aspects: > > What to animate? Given that OpenSG has a reflective interface, it would be > nice > if any Field could be animated. That would a very nice and generic approach. > Which fields can be animated would depend on what kind of animation needs to > be > done. Thats what I thought as well. Each FC should be animateable. > Some fields (like children) will probably only be able to switch between sets > of > values. This could be the minimum behavior. > > Other fields (like Vectors) are interpolatable. There are different kinds of > interpolation, like None (see above), Linear, Quadratic, different Splines > etc. And keyframe animation. > Time is important, and I would separate the animation from the time objects, > so > that it is possible to control and share time independently from the > animation(s). I'm also not a big fan of relative/incremental animations. IMHO > it's easier to simulate relative animation using an absolute system than the > other way around. > > I also think it would be nice to have the option to have multiple independent > times, in addition to a default time, so you don't have to specify an > explicit > time for everything. Which means there's going to be some animation master or > controller than keeps track of all animations and times, to make it easier to > advance the animation. The problem here is where to store the time. I though to put that into the renderaction, but I'm not sure how that works with clustering, as the servers have their own renderaction (?). > Do we need linked animations, i.e. the end of one animation triggers the > next? > Might be useful, and would probably be fairly easy to do by making times in > the > animation relative to a predecessor animation. I.e. there would be be a need > for > explicit triggering, it would just happen at a relative time. Should be at least considered! Thanks, Toni ------------------------------------------------------------------------- SF.Net email is sponsored by: Check out the new SourceForge.net Marketplace. It's the best place to buy or sell services for just about anything Open Source. http://sourceforge.net/services/buy/index.php _______________________________________________ Opensg-core mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/opensg-core
