Hi Kim,

2008/10/31 Kim C Bale <[EMAIL PROTECTED]>

>  Hi Umit,
>
>
>
> Yes, I am employed on the VENUS project, how on earth do you know that?
>
I have searched on internet and so know VENUS project and your MSc student
Franclin Foping and another student Philip Apery who worked same project
before. I have read these student thesis and implement in my animation.
(caustics, fish motion, aquatic floara, silt on sea bed, water refraction
and so on...)  Now I only want to much realistic fish motion as I said. So I
learned that I should try different tools like animetk or just like it.

I want to ask another question about god-rays. Did you implement god-rays to
VENUS? I want to create god-rays in my simulation, so is there any advices
and searh path you can give me?

Thanks for all advices Kim.

Best Regards.

Umit Uzun

>
>
> I, personally haven't worked with any flocking algorithms, it's a feature I
> haven't got round to adding yet.  However, I did supervise an MSc student
> project on flocking using OSG. In order to simulate fish body motion he used
> an animated vertex shader to distort the model with a dampened sine wave (as
> you mentioned). With a bit of tinkering this should provide nice results
> with minimal effort. However, if you want more accurate movement I think it
> would have to be modelled, but then of course you have the problem of
> loading the animation into the OSG..
>
>
>
> Hope that's of use.
>
>
>
> Kim.
>
>
>
> *From:* [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] *On Behalf Of *Ümit Uzun
> *Sent:* 31 October 2008 12:02
> *To:* OpenSceneGraph Users
> *Subject:* Re: [osg-users] MAX to COLLADA or which format ?
>
>
>
> Hi Kim,
>
> Thanks so much for reply. I remember, you have worked on VENUS project. In
> this project how can you achieve fish motion modeling? Do you use only
> shaders to give special motion mathematics on each skeletal model or do you
> use sophisticated tools?
>
> I mean, I want to model school of fish by using Reynold's Flocking
> Algorithms and fish motions. At this point Do I have to model each fish
> motion by using shaders (for example sinusoaidal travelling wave to modeling
> fish waving) ? Or there is another way to to it except osganimation toolkit?
>
> Thanks for advices.
>
> Best Regards.
>
> Umit Uzun
>
> 2008/10/31 Kim C Bale <[EMAIL PROTECTED]>
>
> In my experience the feelingsoftware collada exporter gives the most
> reliable results when exporting models from Max. However, as far as I know
> there is no way of getting any animation information out of max and into the
> OSG.
>
>
>
> I've noticed that the animation toolkit (osgATK/osgAnimation I forget the
> name), mentioned recently in the forum had a Blender importer/exporter that
> does support animation. Perhaps that is worth taking a look at.
>
>
>
> Hope that is of help.
>
>
>
> Kim.
>
>
>
> *From:* [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] *On Behalf Of *Ümit Uzun
> *Sent:* 31 October 2008 10:06
> *To:* OpenSceneGraph Users
> *Subject:* [osg-users] MAX to COLLADA or which format ?
>
>
>
> Hi Folks,
>
> I follows mail list and I know there was a discussion about converting
> animated MAX format to any format which osg can understand. I searched the
> all archive and want to ask same question again around the different
> content.
>
> As I said, I have animated MAX format models and want to export another
> format in animation too. But after searching, I understand that I only can
> do this conversion in COLLADA format. Is it right ? And if right how should
> I achive? I found colladamax exporter
> http://www.feelingsoftware.com/content/view/65/79/lang,en/ There is anyone
> who used this exporter? I am asking because of leading me to right way.
>
> And Does using COLLADA formatted animated model useful or not on simulation
> project? I have never use collada format before, so I don't know anything
> about the efficiency.
>
> Any advices would be appreciated with glad.
>
> Best Regards.
>
> Umit Uzun
>
>
>
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