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

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