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

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