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Jeremy Moles wrote:

> To be completely honest, character animation is such a huge issue unto
> itself that it probably deserves a lot of discussion and review before
> any steps are taken--but that's just my opinoin. Every time I'm forced
> to put any thought into the issue, I just get sleepy. What we __really__
> need is an osgSkeleton NodeKit, which can then be exercised/demonstrated
> in the Collada importer, but would be usable alone as well in true OSG
> style:
> 
>       osgSkeleton::Skeleton* skel  = new osgSkeleton::Skeleton();
>       osgSkeleton::Bone*     root  = new osgSkeleton::Bone();
>       osgSkeleton::Bone*     child = new osgSkeleton::Bone();
> 
>       root->addChildBone(child);
> 
>       skel->setRootBone(root);
> 
> I bet once a basic, simple system was released, people would go to town
> making the necessary changes to bring it up to speed with other kits. It
> wouldn't have to be perfect, but as long as it was adaptable and done in
> true OSG fashion, people could subcass things in osgSkeleton for their
> own uses or to inject their desired interpolation algorithms (which is a
> big area of interest for animations buffs)...
> 

I have seen this only now, in Vladimir's reply. Well, this would provide
a very rudimentary code for transformation hierarchies, nothing more. In
fact, you can already do this with osg::MatrixTransforms or some
subclass of them - a bone is nothing more than a transform, plus some
extra data for skinning.

However, it doesn't solve any of the animation and skinning issues and
is completely useless by itself. I cannot imagine somebody "bringing it
up to speed with other kits" from this alone, for that you need
something actually usable to start from. This is why e.g. osgCharacter
is a toy only - it does exactly this. You could display a "stick-figure"
character, but that would be about it. I do not see why somebody would
spend time on this when he can use osgCal or Replicant that work already?

Regards,

Jan
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