On Tue, 2008-11-04 at 14:42 +0100, Cedric Pinson wrote:
> Hi Robert,
> 
> Robert Osfield wrote:
> > Hi Cedric,
> >
> > On Mon, Nov 3, 2008 at 9:20 PM, Cedric Pinson <[EMAIL PROTECTED]> wrote:
> >   
> >> I put osgAnimation in the svn osgwidget branch and i have a version to try.
> >> I think to work with mercurial then i will get and push my change to the
> >> osgWidget branch, it's easy for me and does not require an extra svn 
> >> branch.
> >> For people interested the mercurial repository is
> >> http://hg.plopbyte.net/osg-branch/  ( hg clone
> >> http://hg.plopbyte.net/osg-branch/ )
> >>     
> >
> > Excellent, I've just had a browse, it's looking much closer to being
> > ready to merge - the exports are now in place, it's part on the OSG
> > structure.   I haven't tested any of it yet... but that will come
> > next.
> >
> > Do you have any examples or .osg files that demonstrate osgAnimation in 
> > action?
> >   
> Yes i have to regenerate example from the new exporter, but i dont know 
> where to commit example

I think these should go in the OSG-Data repo, or whatever it's called.

> > During my quick browse through your online source I noticed that the
> > include/osgAnimation/NodeVisitor file contains a LinkVisitor class
> > that subclasses from osg::NodeVisitor.  This file would be better
> > called include/osgAnimation/LinkVisitor.
> >   
> Ok i will rename it
> >   
> >> Right now it contains only the library and the plugins to read it. I need a
> >> bit of work to add other component. I decided to let the scheduler in the
> >> current state even if there will be a new one (i guess after the 2.8
> >> release). So osgAnimation should be considered as beta.
> >>     
> >
> > What other components are you thinking of?

Morph animations! :) (Imagine a character "breathing", where no skeletal
animation takes place but vertexes are displaced arbitrarily.) I know
osgAnimation will support this one day--even if I have to add it
myself--but it may not be anytime soon.

> there is a some examples, so i know where to put it, there is also an 
> animation viewer but i guess i will put it in example,
> and then when osgAnimation will be more stable we could add animation 
> viewer feature in osgViewer application ?

Well, I've always wanted to make a standard GUI module for the viewer;
something that would let you rotate, scale, and zoom the view, return
home, change the state, etc. from an osgWidget-built interface (and
demonstrate the usage of osgWidget). If I can finish this, we could also
add animation support to it, if osgAnimation objects exist in the scene
graph.

> >   
> >> I have a few question about the exporter, where should i put it in the osg
> >> tree ?
> >>     
> >
> > What form does the exporter take?  Is it a plugin to one of the modelling 
> > tools?
> >   
> The exporter is for blender, it's a directory that contains differents 
> python file. It works for animation and for non animation use.
> I will add it in my osg-branch because there are some test inside and it 
> has to be updated with osgAnimation. I will not commit it
> on the osgWidget branch yet because i dont know if you want to add it in 
> the tree or not.
> I am in contact with blender dev, so i will try to make it include in 
> the blender distribution. But anyway i have to put it somewhere
> to develop on itm so it will be on osg-branch 
> http://hg.plopbyte.net/osg-branch/ to start.

A great deal of the power of using osgAnimation currently comes from the
very well written exporter--probably one of the better Blender ones that
exist. It would be a shame if this couldn't find a home in OSG SVN, but
then again I do understand if it is a bit out-of-place.

> Cheers,
> Cedric
> 
> > Robert.
> > _______________________________________________
> > osg-users mailing list
> > [email protected]
> > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> >   
> 

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