Hi James
 
Cool
 
Here's the bumph on how to submit things to OSG
http://www.openscenegraph.org/projects/osg/wiki/MailingLists/Submissions
Protocol
 
One thing I would suggest is that you add verbage to the example to
explain what  the purpose of the example is and how it is achieved etc..
While the intent is clear to yourself it may not be to others ;) some of
us are right old thicko's ;)
 

Gordon

__________________________________________________________
Gordon Tomlinson

Product Manager 3D
Email  : gtomlinson @ overwatch.textron.com
__________________________________________________________
(C): (+1) 571-265-2612
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"Self defence is not a function of learning tricks 
but is a function of how quickly and intensely one 
can arouse one's instinct for survival" 
- Master Tambo Tetsura

 
 

________________________________

From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of James
Moliere
Sent: Friday, October 10, 2008 12:48 AM
To: OpenSceneGraph Users
Subject: Re: [osg-users] connected shapes demo...


All,
Here is a robotic arm example of parent child connect shapes.  If the
good folks at OSG would like to add this to the 'examples' to
demonstrate parent/child relationships between primitive objects.
Please tell me what else is needed to be added to the examples.

Attached is a picture of the arm along with the code.



Tomlinson, Gordon wrote: 

        Why should there be an example of this ? 
        
        You're the 1st person to this ask for particular exact usage,
that I
        have seen on this list.
        
        As to examples of using just transforms there are many and they
are also
        covered in most of the tutorials online and into the Guide to
OSG
        written by Paul Martz
        
        You might want to Google around on scene graphs and
        transformations/matrices and how they can be used, to provide
local
        coordinate systems, how you can chain for certain actions( there
are
        some things you cannot do by simply using child transforms you
have to
        do the math in many cases) , there's a lot on the net, also look
at how
        vis-modeling packages like MultigenCreator, Carbon Grpahics Geo,
Remo3D
        etc provide tools to create the models and transformation chains
        
        
        Gordon
        
        __________________________________________________________
        Gordon Tomlinson
        Product Manager 3D
        Email  : gtomlinson @ overwatch.textron.com
        __________________________________________________________
        
        "Self defence is not a function of learning tricks 
        but is a function of how quickly and intensely one 
        can arouse one's instinct for survival" 
        - Master Tambo Tetsura
        
         
        
        -----Original Message-----
        From: [EMAIL PROTECTED]
        [mailto:[EMAIL PROTECTED] On Behalf Of
James
        Moliere
        Sent: Wednesday, October 01, 2008 10:10 AM
        To: OpenSceneGraph Users
        Subject: Re: [osg-users] connected shapes demo...
        
        J.P.
        Thanks for the advice.  I believe I see how to connect objects
together
        and will hand over a sample if I can get one going.  I'm sorta
in
        disbelief that an example like this doesn't seem to exist.
        
        James
        
        J.P. Delport wrote:
          

                hello,
                
                you can connect transforms together in a parent child
fashion, this is
                    

        
          

                what a scene "graph" is for.
                
                Try make yourself an example with the following
structure:
                
                root
                |
                transform1 -- shape1
                |
                transform2 -- shape2
                |
                transform3 -- shape3
                
                transform1 is child of root
                shape1 and transform2 are children of transform1 ...
                
                jp
                
                
                James Moliere wrote:
                    

                        Gordon,
                        Thanks for letting me know this.
                        
                        Is there a concept of parent/child relationships
in OSG with respect 
                        to primitive objects?  ...To make the cylinder
example work?  Are all
                              

        
          

                        objects that are placed into the scene work off
of global
                              

        coordinates?
          

                        James
                        
                        Gordon Tomlinson wrote:
                              

                                Nope there's no example that shows this,
but many things are 
                                possible with by writing code
                                
        
__________________________________________________________
                                Gordon Tomlinson
                                [EMAIL PROTECTED]
                                IM: [EMAIL PROTECTED]
                                www.vis-sim.com www.gordontomlinson.com 
        
__________________________________________________________
                                
                                -----Original Message-----
                                From:
[EMAIL PROTECTED]
        
[mailto:[EMAIL PROTECTED] On Behalf Of 
                                James Moliere
                                Sent: Tuesday, September 30, 2008 10:36
PM
                                To: [email protected]
                                Subject: [osg-users] connected shapes
demo...
                                
                                Hello,
                                Is there a connect shapes example?  For
instance, I'd like to have 3
                                        

        
          

                                cylinders where 2 of the cylinders
connected sequentially at the end
                                        

        
          

                                of the previous cylinder.  When I rotate
cylinder 1, I'd like the 
                                others to rotate about cylinder 1 as
though they are connected 
                                without doing any extra calculations.
The same goes for cylinder 2 
                                but this time cylinder 1 stays
stationary and cylinder 3 moves.  Is 
                                this possible?  Is there an example that
shows this?
                                
                                Thanks!
                                
        
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