Rusty,
 
Here's my take on what you intend to do. You are using one of the latest
developer versions of OSG or even the SVN version. 
Skinned mesh support is part of the osgAnimation nodekit which was
recently integrated with OSG.
 
OK, so you load an .osg or .ive model that contains skinned mesh
information with animations. Just out of interest what tool/exporter did
you use to generate the model?
 
You need to find the node of interest probably by name (e.g. right
hand). This is best done with a nodevisitor. See the
FindNamedNodeVisitor in example osgplanets.
This visitor will find the osgAnimation::Bone that you prepared for
attachment. If the node is found you can simply attach your object (e.g.
a weapon) by adding the model to attach as a child of that node. If this
bone is the correct attachment point all is well, but possibly you need
to apply an extra offset transform to correctly position the model
w.r.t. the hand.
 
--
Roland

________________________________

        From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ryan
Morris
        Sent: woensdag 3 december 2008 0:01
        To: OpenSceneGraph Users
        Subject: Re: [osg-users] Attaching Nodes (Characters & Objects)
        
        

        It's a skinned mesh with bones.

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