On Wed, 2008-11-05 at 13:31 -0500, Jean-Sébastien Guay wrote: > Hi Cedric, > > > In order to see buttons in osganimationviewer you need to unpack > > http://www.plopbyte.net/tmp/osgAnimation-data.tar.gz in the directory of > > osg-data (or in the same directory of the .exe) else you will not see > > the buttons. So it's normal, it will be not a problem when commited in > > the osg-data repository. > > OK, I only had the .osg files (osgAnimation.tar.gz), not the images > (osgAnimation-Data.tar.gz). Now it looks better indeed :-) > > > I know that in the avatar sample there are textures like > > f:/Sync_to_H-Drive/Animation_Jobs/Plopbyte/Blend/Textures/brow.l.tga but > > i did not know it will be a problem like doing an error disk ???? it's > > weird. > > I agree. I don't have an F: drive, and the error happens deep in Windows > code, so I don't think it's a problem you have to fix (other than > putting relative paths in the osg file and providing the textures...) > > > I fixed the missing OSGANIMATION_EXPORT for Bone, and the > > setupViewInWindow. > > Excellent, thanks. > > > I recommand the nathan model as sample, it's a good sample. But you will > > understand better when using images buttons in the viewer ;) > > Yep, looks good. Though if I switch animation loops it looks like it > gets "stuck" on one animation loop sometimes. I'll see if I can get more > concrete reproduction steps later.
What is happening is that both animations are being played simultaneously and mixing over each other; for the time being, you have to explicitly "stop" any existing animations (if you want to just see one at a time). However, this behavior is great when you want to play two animations that affect two wholly different parts of your rig. :) > Good work, definitely a great addition to OSG! > > J-S _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

