Hi Cedric,
I am not sure if I understand what you are trying to say.
A MorphGeometry can be used without animation so in that case the weights
determine the mixing of the available morph targets. In Collada 1.4 the
animation only influences the weights when applied. This means that the default
morph weights will be used when the animation is not playing (before the start
or after the end of the animation).
It's ok to condense the weights to
Code:
weights 2 {
0.2
0.8
}
It would even be cleaner if weight and targets were grouped in a struct so the
number of targets always equals the number of weights.
Roland
------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=7854#7854
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