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

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