Hello Volker, On 04/12/2012 08:48 AM, Volker Settgast wrote: > the Ogre character support in OSG2 is really cool for skeleton based > animations. > > But as this feature is working so great, the need for more arises: We > would like to add facial expressions to our characters. This seems to be > done using vertex blending/morph targets if I understand it right. I had > a quick look into OSGOgreMeshReader and found the emptry methods > “readAnimation” and “readPoses”. Probably one of those is handling the > chunks we need for blend animations, right?
yes. I haven't looked in detail how this is represented in the .mesh files, we only needed the skeletal animations, but IIUC those chunks are used to describe morph targets and how to blend them over time to form animations. > So, before nagging a student to work on the implementation of that, does > anyone use the Ogre character meshes with facial expressions already? I don't have any code to deal with those, sorry. My guess would be that the loading of the data is not very difficult (OGRE is thankfully a rather simple format :) ), but the real issue is how to store the data so that the blending can be performed efficiently. How best to do that in turn depends on whether you want to do it on the CPU or GPU and on the number of targets you need to blend together. Cheers, Carsten ------------------------------------------------------------------------------ For Developers, A Lot Can Happen In A Second. Boundary is the first to Know...and Tell You. Monitor Your Applications in Ultra-Fine Resolution. Try it FREE! http://p.sf.net/sfu/Boundary-d2dvs2 _______________________________________________ Opensg-users mailing list Opensg-users@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/opensg-users