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Robert Osfield wrote:

> I am "aware" of both osgCal and ReplicantBody body am not very
> familiar with the code bases/current feature sets.
> 
> I would like to see consolidation of related functionality.  There is
> also the osgCharacter library out in the the community section that
> could be considered in terms of functionality.

osgCharacter is more an experiment in hardware skinning than a useful
tool IMHO, it doesn't have even the basic animation-related
functionality. Moreover, I do not think that it is maintained any more.

> I do wonder if something like osgCal could be the basis for a more
> generic osgAnimation library.  Items like key frame animation would be
> great to support, as well as skeletal animation like in Cal3D.   It be
> desirable to integrate Cal3D style functionality directly within such
> a library and do away with the external dependency.  This is longer
> term speculation though, we need to walk before we can run, so having
> some character animation support would be a good first step.

osgCal is essentially only a tiny rendering wrapper on top of Cal3D.
Cal3D does the animation (loading, interpolation, blending, mixing ...)
and calculates the skinned mesh for you if you want, but you need to
provide your own rendering code. That is what osgCal does - it takes
pre-calculated data from Cal3D and renders them using either
osg::Geometry or more recently using some shader code to do the skinning
in hardware. There are other renderers, even some using DirectX based on
Cal3D.

On the other hand Replicant is providing some higher level functionality
on top of Cal3D - such as ground following, including calculation of the
correct translation speed to avoid feet sliding. However, it has its own
rendering back-end, not using osgCal at the moment. This would be good
thing to merge, because osgCal rendering is quite a bit faster.

I am not sure what are you referring to when speaking about "keyframe
animation", though. Do you mean 3D morphing of meshes? I would keep that
separate, it is a completely different beast with different problems
than skeletal animation. Animation of an inflating baloon is quite
different issue than animation of a human or an octopus :)

Regards,

Jan
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