Hi,

I am still working on my animation editor and for now the problem is to 
rotate joints of my VRML wooden puppet. I have written a class 
GenerateJointList:

class GenerateJointList {
     private:
                
        // member variables
        jointlist mJointList;
        it mIter;
        
     public:

        // generates list
        void generateJointList(OSG::NodePtr scene, std::string subStr);

        // prints list
        void printList();
};

in which the joints I am interested in are inserted into a list in the 
following type:

typedef std::map<std::string, OSG::NodePtr> jointlist;
typedef std::map<std::string, OSG::NodePtr>::iterator it;

For now I can select all parts of the puppets body by mouse interaction. 
Afterwards the camera is changed to this Node and the node is surrounded 
by a bounding box.
Know I would like to define for example that the joint between the upper 
arm and the forearm can only be rotated 160 degrees up & down, 30 to the 
right and 45 degrees to left from its initial position. How can I solve 
this efficiantly. I have also looked up in osg::Quaternion but I have no 
idea how to implement it!


I am thankful for every hint :)

greetz,
Sadi

-- 
Sadi Tanis
University of Koblenz/Landau
Student of Computer Vision
Simmerner Straße 134
56075 Koblenz Germany
Tel. +49.261.208.98.73
E-mail [EMAIL PROTECTED]

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