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
>>>>
>>>> ___________________________________________________________________
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