Hmm...

I guess it was a long time since we actually used varying speed in
replicant body... I don't remember all the details of the top of my
head but I think the idea was to have something like the commented out
"walk_speed" animation in bizguy1.rbody that blends between walking
and running depending on what speed you set... Try activating that
animation and use something like this:

action =  ..... ->getBody()->getActionPrototype( "ACT_WALK_SPEED" );

and then set the speed as before...

Maybe you should add an

Animation {
     name "stand"
}

to "walk_speed" as well...

I think that's the way it was suppose to work... :)

/Daniel


On 7/31/07, Renato Silveira <[EMAIL PROTECTED]> wrote:
> Hi all!
>
> Sorry again for use this list for ReplicantBody questions...
>
> I integrated ReplicantBody with my path planner algorithm but I still have a
> question.
>
> In class "KeyboardEventHandler", when load "walk" animation, the speed wich
> the body will walk is defined by action->setPropertyFloat( "speed", vel );.
> If I change the vel value, nothing happens. The only way that I could change
> the velocity was getting the animation and chance the velocity:
>
>  rbody::Animation * animationWalk = ((rbody::Animation*)
> m_body_vector[m_curr_body]->getBody()->getCoreBody()->getAnimation("run"));
> animationWalk->setSpeed(0.3f);
>
> It works only if I stop the "walk" or "run" animation, set the new velocity,
> and load "walk" or "run" animation again. So, it is not a solution. :-)
>
> I need to change the body velocity all the time, without stop the animation.
> What should I do? Or, what is the better way to do it?
>
>  Any thoughts would be greatly appreciated.
>
>  Thank you in advance.
>  Renato
>
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>
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