Hi Ugras,
There is no IK a the moment, for all others points Alberto tells
everything i would say.
If you want to add IK to osgAnimation i will be happy to discuss about
it with you.
Cheers,
Cedric
Ugras Erdogan wrote:
Thanks for your replies Alberto, I'll take a look at the bundled examples and
contact with Cedric Pinson for the IK issue...
Regards,
Ugras
________________________________
From: Alberto Luaces <[email protected]>
To: OpenSceneGraph Users <[email protected]>
Sent: Saturday, March 28, 2009 4:31:23 PM
Subject: Re: [osg-users] osgAnimation Help
Hello Ugras,
El Sábado 28 Marzo 2009ES 13:20:44 Ugras Erdogan escribió:
Dear all,
I've been trying to perform a skeletal based animation for a mesh
model and rather new to osgAnimation nodekit.
1) Is it possible with
osgAnimation toolkit? Or should I refer to osgCal wrapper?
Yes, you can do it with osgAnimation.
2) Should I
prepare the bone hierarchy and attach it to the mesh model in a software
(skinning) such as 3DS max and then import in osg or all these can be
readily done in osg?
You can do it in both ways..
3) If the above procedures can readily be done via
osgAnimation, what is the deformation rule for the models ie. how do the
inverse kinematics are calculated? And for the deformations while animation
is it just enough to control the bone positions?
I think IK is not implemented yet. Cedric Pinson can tell you more about this.
As for the deformations, they are calculated with the weights of the mesh plus
the bone transformations.
4) Is there any good
tutorial on the subject besides the bundled osg codes for a new starter in
osgAnimation nodekit I'll be very pleased if you reply...
I'm afraid this is the only documentation available, in addition to the
doxygen guides. However I must say that the osgAnimation examples are very
instructive.
Regards,
Alberto
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+33 (0) 6 63 20 03 56 Cedric Pinson mailto:[email protected]
http://www.plopbyte.net
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