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

