Hi Michael,

I thought you introduced this base only because of the unknown behavior
when normalizing with only one animation and a weight that would be
different of 1.0. I removed it too because i would prefer to avoid logic
in Target as much as possible, and the behavior you described can be
done playing a default base animation of one frame that loop with a
lowest priority. Here how i setup it for my game:
basicAnimationManager->playAnimationManager(baseAnimation, -1);
basicAnimationManager->playAnimationManager(actionTakeit, 0);

Maybe i miss something does it sounds correct to you ?

Cheers,
Cedric

-  
+33 659 598 614  Cedric Pinson mailto:[email protected]
http://www.plopbyte.net


On Wed, 2009-08-26 at 16:08 +0100, Michael Platings wrote:
> Thanks Cedric.
> 
> Regarding this change I made:
> > - If the total weight of the animations is less than 1 then the 
> > remainder of the weight will be filled in with the base pose. This 
> > also means that stopping all animations has the effect of resetting 
> > the animation to the base pose, rather than just leaving it paused.
> 
> I see you haven't included the code for this so I presume the change in
> behaviour conflicts with one of your requirements. Can we come to some
> solution for this?
> My problem with things as they stand is:
> a) a user of my app adds a single animation. They change the weight of
> the animation but they see no effect.
> b) a user of my app adds a single animation. They remove the animation,
> but the model remains frozen in its last pose.
> 
> If you can tell me your requirements I'll come up with a solution that
> satisfies them all - maybe a "normalizeMode" parameter to switch between
> different behaviours.
> Cheers
> 
> 
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of
> Cedric Pinson
> Sent: 26 August 2009 10:25
> To: OpenSceneGraph Submissions
> Subject: Re: [osg-submissions] osgAnimation Blending animations
> 
> Hi Michael,
> 
> I reviewed the code everything sound good. I am not sure about the slerp
> because slerp is not commutative i would prefer to keep the lerp.
> there is a link here that explain stuff.
> http://number-none.com/product/Understanding%20Slerp,%20Then%20Not%
> 20Using%20It/
> 
> Re reading the code i forget to renormalize the quaternion in normalize
> function (i just rescaled it). I adjusted this part to renormalize the
> quaternion correctly.
> 
> 
> 
> Cheers,
> Cedric
> -  
> +33 659 598 614  Cedric Pinson mailto:[email protected]
> http://www.plopbyte.net
> 
> 
> On Tue, 2009-08-18 at 09:11 +0100, Michael Platings wrote:
> > Hi Cedric/Robert
> > at present if you have 2 animations of equal priority on 1 model, each
> 
> > with a weight of 0.5, one animation will have an effective weight of
> > 2/3 and the other one will have an effective weight of 1/3. Which one 
> > gets the higher weight depends on which one happens to appear first in
> 
> > the list of playing animations.
> > Another problem is that stopping an animation effectively pauses the 
> > animation rather than removing its influence as one would expect.
> > A separate issue is that quaternions are interpolated without using 
> > slerp giving unpredictable interpolated values.
> >  
> > This submission makes the following changes:
> > - Animations with equal priority are now weighted correctly relative 
> > to each other.
> > - Quaternions are interpolated correctly using slerp
> > - (minor) Channels no longer store their weight as the only time it's 
> > used is in update() when Animation can pass in the weight directly.
> > - If the total weight of the animations is less than 1 then the 
> > remainder of the weight will be filled in with the base pose. This 
> > also means that stopping all animations has the effect of resetting 
> > the animation to the base pose, rather than just leaving it paused.
> >  
> > Thanks
> > -Michael Platings
> > 
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