Hi list, I have a question about the Cal3D wrapper for OSG, osgCal2; this list is not exactly for that project, but someone pointed me to this list in case I had trouble.
I can't seem to be able to properly blend animations. Check this code: #include <osg/PositionAttitudeTransform> #include <osgViewer/Viewer> #include <osgCal/CoreModel> #include <osgCal/Model> int main( int, char **) { osgViewer::Viewer viewer; osg::Group* root = new osg::Group; osgCal::CoreModel* core_model = new osgCal::CoreModel; osg::ref_ptr< osgCal::MeshParameters > params ( new osgCal::MeshParameters ); params->software = true; core_model->load( "model/cally.cfg", params.get() ); osgCal::Model* model = new osgCal::Model; model->load( core_model ); root->addChild( model ); osg::PositionAttitudeTransform* t = new osg::PositionAttitudeTransform; t->setPosition( osg::Vec3( 0, 0, -400 ) ); t->addChild(root); viewer.setSceneData( t ); viewer.realize(); //The important part model->blendCycle( 4, 1.0f, 1000.0f, 10.0f ); while( !viewer.done() ) viewer.frame(); return 0; } I'm using the cally model that is in Cal3D's code repository, in the cal3d/cal3d/data/ directory. If I understand correctly, the 3rd argument of blendCycle(), delay, should make sure that the influence the animation has over the model starts at 0.0f, and gradually grows to 1.0f over 1000 seconds, and the 4th argument should complete one animation in 10 seconds; none of the two happen, and using negative values on those files animates the model just the same! On the other hand, I tested the 2nd argument, weight, with two animations using blendCycle() inside a loop and changing the values progressively, and it works fine. -Coz _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org