I move the discussion to osg-users. The TimeLineAnimationManager does not really seems appropriate for my needs. Let me explain better. I want to do "cross-fade" between two animations loop. The example shows "continuous blend" not "cross-fade" and between an endless animations and "short" animations. The figures in the following link show what i mean by cross-fade and continuous blend : http://www.gamasutra.com/features/20030704/edsall_02.shtml Maybe it is possible to do cross-fade with TimeLine (using BlendOut for exemple?), but i have preferred to hack a simple method to start...
Then for my blending problems, I see into the code you are just doing addition and substraction on quaternion for blending, is it exact ? Fabien. -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Cedric Pinson Sent: lundi 9 février 2009 14:30 To: OpenSceneGraph Submissions Subject: Re: [osg-submissions] Small fixes for osgAnimation Hi, If you check the osganimationtimline, it blends the two animations. The idle and the scratch. It could help you i guess. The screenshoot is funny :) Cheers, Cedric Fabien Lavignotte wrote: > For blending I have checked osganimationtimeline, the TimeLine thing is quite > nice but i am not sure it cover my needs. > I just wanted to blend smoothly when going from one animation loop to another > (for exemple run->walk, then walk->stand). Looking at TimeLine code i wasn't > sure it was possible. > So, i ended up hacking a node callback with BasicAnimationManager, by > setting weight on the 2 Animation and then let osgAnimation engine blend > properly the two animations. > Blending seems to be done but result is quite weird, even funny sometimes > (check the screenshot) but i don't know if it is osgAnimation fault, my code > or even the animations. I have to dig further into it but unfortunately i > don't have much time to dedicate to character animation, it is just a side > project. > > Fabien. > > -----Original Message----- > From: [email protected] > [mailto:[email protected]] On Behalf Of > Cedric Pinson > Sent: lundi 9 février 2009 12:41 > To: OpenSceneGraph Submissions > Subject: Re: [osg-submissions] Small fixes for osgAnimation > > Hi Fabien, > > I will check them for integration, could send me in futur a patch it's easier > for me to watch what changed. I know Robert prefer entire file, so i propose > you send both. > > Can you describe the problem you have about blending ? Did you check in the > osganimationtimeline example ? > > Thank you for your contribution > > Cheers, > Cedric > > Fabien Lavignotte wrote: > >> Some other litte changes just to clean up the API. >> >> TimeLine : remove virtual inheritance that is not needed RigGeometry : >> put some methods/members in private section (everything was public), >> use META_Object macro osganimationskinning.cpp : remove two lines >> that are not needed >> >> By the way, i have some good result with osgAnimation. I should post a >> screenshot soon. I still have some problems with blending for the moment... >> >> Thanks, >> Fabien >> >> >> >> -----Original Message----- >> From: [email protected] >> [mailto:[email protected]] On Behalf >> Of Cedric Pinson >> Sent: jeudi 5 février 2009 20:03 >> To: OpenSceneGraph Submissions >> Subject: Re: [osg-submissions] Small fixes for osgAnimation >> >> Here the file without the virtual osg::Object >> >> Cheers, >> Cedric >> >> Cedric Pinson wrote: >> >> >>> Hi Fabien, >>> Thanks for the fix, The virtual inherit from osg::Object was due >>> some previous test, it's not require. >>> >>> Cheers, >>> Cedric >>> >>> Fabien Lavignotte wrote: >>> >>> >>>> Hi Robert and Cedric, >>>> Here is some various small fixes i have done while playing with >>>> osgAnimation. - Animation : removed the _name attribute that is >>>> never used. >>>> - BasicAnimationManager : fix a crash on Windows with the example >>>> osganimationviewer. The _lastUpdate attribute was not initialized >>>> when using copy constructor. >>>> - CMakeLists.txt : add RigGeometry to the headers list And just a >>>> small comment on the Animation class, it uses virtual inheritance >>>> on osg::Object, is it really needed ? >>>> Thanks, >>>> Fabien Lavignotte >>>> >>>> ___________________________________________________________________ >>>> _ _ _ This email has been scanned by the MessageLabs Email Security >>>> System. >>>> For more information please visit http://www.messagelabs.com/email >>>> ___________________________________________________________________ >>>> _ >>>> _ >>>> _ >>>> ------------------------------------------------------------------- >>>> - >>>> - >>>> --- >>>> >>>> _______________________________________________ >>>> osg-submissions mailing list >>>> [email protected] >>>> http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-opensc >>>> e >>>> n >>>> egraph.org >>>> >>>> >>>> >> >> --------------------------------------------------------------------- >> - >> -- >> >> _______________________________________________ >> osg-submissions mailing list >> [email protected] >> http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscen >> e >> graph.org >> >> > > > > ---------------------------------------------------------------------- > -- > > ---------------------------------------------------------------------- > -- > > _______________________________________________ > osg-submissions mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscene > graph.org > -- +33 (0) 6 63 20 03 56 Cedric Pinson mailto:[email protected] +http://www.plopbyte.net _______________________________________________ osg-submissions mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-submissions-openscenegraph.org ______________________________________________________________________ This email has been scanned by the MessageLabs Email Security System. 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