Hi PP,

I made a simple test, i add in osganimationviewer a way to save the
loaded data to then after test the saved data from the writer.
I used nathan.osg, and it works fine to replay the saved data. 
My conclusion is it works. Anyway it does not give you the solution.
Maybe you could check the osganimation examples, it create stuff from
scratch not from a loaded data.

If you have problem, report the bug with a minimal example that
reproduce the problem.

Cheers,
Cedric

-- 
+33 659 598 614  Cedric Pinson mailto:[email protected]
http://www.plopbyte.net


On Wed, 2009-10-14 at 14:57 +0200, [email protected] wrote:
> Hi,
> 
> I'm writing an Maya to osg exporter that supports osgAnimation. The 
> process of getting osgAnimation Callbacks into an osg file is not clear 
> for me, all available osgAnimation examples create executables, but no 
> osg files. When I use
> 
> osgDB::writeNodeFile( *someScene , "someScene.osg" ) ;
> 
> instead of creating a viewer, the code block between UpdateCallbacks 
> parenthesis stays empty in the resulting osg file, but this is where I 
> would expect keyframe and channel data.
> 
> The Blender Exporter is also not helpful, as it uses its own mechanism 
> to write out osg files through Python.
> 
> Can anybody explain / post / create an example that writes a simple 
> osgAnimation into an osg file, please ? Cedric, would this be possible ? 
> Thanks.
> 
> Cheers, searching for the Pivot of my Soul, PP !!!
> _______________________________________________
> osg-users mailing list
> [email protected]
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> 

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