El Jueves 06 Noviembre 2008ES 11:30:49 Jan Ciger escribió: > Also, I have noticed that you have included scale keys. If you want only > rigid bones (the most common case, one rarely models something like the > "Gummi bears"), then you can drop both scale and translation. The > quaternions/rotation matrices/rotation vectors are enough, together with > the binding pose of the skeleton. You just apply the transformations > recursively from the root of the hierarchy each time. That allows a very > compact representation.
I think scaling bones is an important feature at least meanwhile a morphing system is not available (face gestures, breathing movements, etc) Regards, Alberto _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

