There's this: http://animtk.plopbyte.net/
...which I think more OSG people should take a look at; all of these examples use OSG, and it seems like it could be a decent enough NodeKit (though I'm no expert in the subject matter). It still needs some cleanup in the project directory, needs to be made to use CMake, etc.--but perhaps I could take an hour or so myself and do this. At any rate, once I get to the animation needs for own hobby projects, this is what I'll be using. In fact, it seems to have really grown since we had that character animation discussion a few months back before 2.2 was released... On Sun, 2008-03-02 at 21:51 +0100, [EMAIL PROTECTED] wrote: > Hello! > > How can/should I synchronize the application flow-control to the end of > an animation (realized as osg::AnimationPath) ? > > Assume: we have a projectile that should be animated. > 1. we calculate the trajectory and setup the animation-path with some > trajectory data. > 2. then the animation-path will be applied to the projectile-node (the > exact way to do this, is still vague to me; the only information source > I found untill now, is the osganimation example, which handles only a > single animation type, with endless animation) > > 3. == now: how can I sync the rest of the application with the end of the > projectile-animation ? == > e.g. expand scene graph with new data, start other animation(s), etc... > > The way with polling the timer seems somehow crude to me... There should > be a better way ?! (better documentation !) > > Thanks, > Alexej > > > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

