Hi,

getCurrentFrame:
AnimationPathCallback::getAnimationTime()

getNumberOfFrame for an animation:
AnimationPath::getLastTime()-AnimationPath::getFirstTime()

i guess that for the setCurrentFrame you will have to inherit from the
AnimationPathCallback to add this function.

If you dont have more stuff to do, you can easily adapt it for your use,
else you can look into osgAnimation


Cheers,
Cedric

On Mon, 2009-07-06 at 20:38 -0300, Carlos Sanches wrote:
> I m seeing the examples but look like that my problem is that I m
> doing the animation in 3DMAX and exporting the object in .IVE file. 
> 
> The object load but always in loop mode. 
> Maybe I m not understanding something but look like that OSG have a
> dificulty in control of animations . I m refering about 2D movies and
> imported 3d objects . 
> 
> Excuse-me,  I know that I m a little user of OSG but I have some
> ideas.
> To be perfect "to me" OSG would have any functions like :
> setFrame () -- that stop object exactly  in the frame that we want . 
> int getCurrentFrame() -- return the current frame of animation.
> int getNumberOfFrames()  -- return the total number of frames in the
> animation.
> 
> These kind of functions ll help a lot with movies or image sequences
> and 3D object animations .
> I always have to know when an animation ends to execute next action.
>  Nobody  had this kind of problem ??
> 
> 
> 
> 
> 
> 
-- 
+33 (0) 6 63 20 03 56  Cedric Pinson mailto:[email protected]
http://www.plopbyte.net

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