Cedric,

Thanks for you contributions!

The biggest issue I have with osgCal is that you have to load models
differently, you can't use osgDB::readNodeFiles and you can't clone
existing models. It complicates the applications loading routines.

We typically preprocess all our models and convert them to .ive format,
which we deliver and use for runtime. It would be nice to be able to do the
same with the animation models.

Brian

[EMAIL PROTECTED] wrote: -----

To: OpenSceneGraph Users <[email protected]>
From: Cedric Pinson <[EMAIL PROTECTED]>
Sent by: [EMAIL PROTECTED]
Date: 11/05/2008 06:21AM
Subject: Re: [osg-users] Character animation in OSG

Hi,
Yes it would be great to have feedback. After writing osgCal (the gpl
version) i decided to re design everything to make something new now
called osgAnimation. I would like very much to have report from osgCal
community and replicant body.

osgAnimation is young and need lot of work. Don't hesitate to contrib or
to comment it

Cheers,
Cedric

Jan Ciger wrote:
> -----BEGIN PGP SIGNED MESSAGE-----
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>
> Dusten Sobotta wrote:
>
>> Hello,
>>
>> From what I understand, in addition to OSG/Cal, OSG has some animation
>> features built in.  Which animation libraries or extensions are ideal
>> for handling .3ds models with skeletal animation?
>>
>>
>
> You can use osgCal or ReplicantBody. Both are based on the Cal3D library
> for skeletal animation and allow you to provide custom skeleton. There
> are mature exporters for all major modelers and animation packages - 3DS
> Max, Maya, Blender.
>
> However, both Replicant and osgCal have their advantages and drawbacks,
> especially Replicant has quite slow rendering - if you need only few
> characters it will work, but will not scale very well.
>
> Regards,
>
> Jan
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--
+33 (0) 6 63 20 03 56  Cedric Pinson mailto:[EMAIL PROTECTED]
http://www.plopbyte.net


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