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. This e-mail and its contents are subject to the DISCLAIMER at http://www.tno.nl/disclaimer/email.html
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