Hi Sadi,
a good thing to get you started probably could be to have a close look
at the H-Anim (Humanoid Animation) specification:
http://www.h-anim.org/Specifications/H-Anim200x/ISO_IEC_FCD_19774 . I
think looking at that documentation will point you to the right
direction if you want to interactively change the posture of a human model.
I'll watch this topic, I'm curious abut it. If you need any input, let
me know!
Kind regards and good luck,
Chris
Sadi Tanis schrieb:
> 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
>
>
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