It depends on the level of control you need with positioning objects and
any dynamic geometry.

One way would be to put each object under it's own MatrixTransform and add
an update callback that positions/orients the object from time history data
known by the callback.

You could also use osg::AnimationPath and osg::AnimationPathCallback to do
the same thing at a higher level. See the osganimate example.

The first solution provides the most flexibility, but requires the most
code, you code everything you want it to do. The second solution requires
less code, but it constrains you to the capabilities provided by the osg
animation classes.

Brian
[EMAIL PROTECTED] wrote: -----


To: [email protected]
From: "Christopher Back" <[EMAIL PROTECTED]>
Sent by: [EMAIL PROTECTED]
Date: 03/12/2008 12:52PM
Subject: [osg-users] OSG animation

I was wondering if someone could help me with the structure of my program.
I am trying to animate an assembly of a pulley using callbacks. My osg
experience only goes as far as the nps tutorials and am not sure how to
reference the parts of the assembly in the callback. I am not using DOF
transform or searching for nodes. I am just trying to manipulate three
parts that are defined as individual nodes. Any advice anyone has would be
a great help thanks,

Chris
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