Hi Carlos,

Matthew answered well, i will just add some comment. The first things you can try is to check osganimation example it will be a good start. osgAnimation support skinned animation (with bones) and solid animation (like just animating a MatrixTransform ...). It's possible to animate other things like color, normal, vertex or other data you would like. Today there is blender exporter that support skinned and solid animation. There is no support yet for vertex animation, like 'morphing' or shape mesh. There is enough element to do it, we could export vertex array and made interpolation between those array, but it's not yet here. If you need that, i will be happy to help you to add it in osgAnimation.

About animation control, there are two animation manager:
- A basic that will start and stop animations with different mode (play once, loop), very basic - A timeline that let you insert and remove callback in a timeline, it support the basic animation manager feature plus the timeline feature

It's possible to add you own animation manager, you will need to inherit from AnimationManagerBase

I guess it will give you an overview of osgAnimation, then you can look at osganimation example. I recommend you to get the trunk of osg to get the last version of osgAnimation.

Cheers,
Cedric

Carlos Sanches wrote:

Hi all !  :D
I have two questions about 3D animation on OSG.
First:
Is possible to read animation like vertex animation . I m doing only translation rotation and scale, but for example I want to do skin animation.

Second:
Is possible to control de frames of a 3D object animated ? For example, I want to play the animation only once and switch OFF my object . How do I know what is the current frame of animation to me take the control of what will happen ?

Thank you !

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+33 (0) 6 63 20 03 56  Cedric Pinson mailto:morni...@plopbyte.net 
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