Hi All,
I am posting this message to help start a new home for the discussions
about the proposal of adding character animation support into the core
OSG. So please post here rather than tagging on the 2.4 discussion
list.
My own current thoughts are:
1) Long term provide a general character/object animation NodeKit.
2) Aiming too long term can lead to never getting to the final
destination, so need to get something basic started first, don't
expect perfection right away.
3) Need to consider naming carefully as well as backwards
compatibility, personally I feel a break in NodeKit naming is required
to avoid potential confusion w.r.t backwards compatibility and to
avoid problems with various Linux distributions that hold
older variants like osgCal in their repositories. I'd suggest go
for osgAnimation from the point of integration.
4) Integrate the latest incarnation of the LGPL'd osgCal as the first
stop basis of osgAnimation. Possibly refactor so that Cal3D
dependencies are moved out to an optional plugin if time allows.
CMake support can be added at point of integration.
5) Avoid having too many NodeKits which do similar things, so
osgSkeleton etc. functionality would just be a component of
osgAnimation.
O.k. that's enough for now, over to you :)
Robert.
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