Jan,

My comments were directed towards the osgAnimation discussion - Robert
asked for feedback on what people thought would be useful for an integrated
animation capability. They weren't directed at osgCal or cal3d and aren't
meant to be critiques of either. I appreciate both osgCal and cal3d and the
work people put into their development - I use them all the time with great
success - Thanks!

Brian

[EMAIL PROTECTED] wrote: -----

To: OpenSceneGraph Users <osg-users@lists.openscenegraph.org>
From: Jan Ciger <[EMAIL PROTECTED]>
Sent by: [EMAIL PROTECTED]
Date: 11/05/2008 10:22AM
Subject: Re: [osg-users] Character animation in OSG

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Hi Brian,

Brian R Hill wrote:
> 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.
>

Unfortunately, that probably cannot be really helped. The osgCal
characters are really only a thin front-end to the Cal3D animation
library, it is not an OSG project and not something developed for OSG.

It is possible to fork Cal3D and convert it to use extensions to osg/ive
formats (osg/ive do not have anything for character
animation/skeletons), but that would also mean redoing the whole
production pipeline - exporters, loaders, etc. I am not sure the benefit
would outweigh the cost, especially because you would have to maintain a
forked version. Feel free to go ahead and do that, but I do not see much
benefit in it.

If you want to distribute a single binary file to the end-users, I would
look at things like loading from zip/pak files containing all your
assets together instead of shoehorning everything into an ive file.
Moreover, the ive format is more-or-less a dead end according to Robert,
not designed to be really extensible and will be probably replaced
sometime in the future.

Regards,

Jan
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