Hello Volker, On 07/19/2011 03:32 AM, Volker Settgast wrote: > accidentally I found some code for skinned meshes in OpenSG 2.
yes, we needed this for a project. It's not too polished, but works for our use cases ;) > Now I am wondering who is working on such things. A few months ago I > coded a Cal3D node core (which unfortunately is not performing very > well…) but actually I would really like to use Collada for skinned meshes. we tried using Collada initially, but it is not an easy format to work with. Depending on what tool you use to write a file you can get very different representations of the same content. That makes it difficult to write a reliable loader that is not tied to a specific tool. With respect to animations we never managed to properly export animation tracks from Maya, meaning that the keyframes were all there but the information that e.g. the walk cycle is from frame 0 to 60 and the kneel down animation from cycle 100 to 140 was lost or only partially exported. We currently use the OGRE format to export all animated meshes. The downside with that is that material information is completely lost (only the material name remains), but we were replacing materials with shader based ones anyway, so this is not such a big problem. > Is there anybody currently working on this? Not actively. Cheers, Carsten ------------------------------------------------------------------------------ Magic Quadrant for Content-Aware Data Loss Prevention Research study explores the data loss prevention market. Includes in-depth analysis on the changes within the DLP market, and the criteria used to evaluate the strengths and weaknesses of these DLP solutions. http://www.accelacomm.com/jaw/sfnl/114/51385063/ _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users