AnimationPath runs off of sim time, so if you mod your app to not
increment sim time, then the animation will not play.
Paul Martz
Skew Matrix Software LLC
_http://www.skew-matrix.com_ <http://www.skew-matrix.com/>
+1 303 859 9466
Martin Großer wrote:
Hello,
my short question is. When I have a Node with an UpdateCallback function
(maybe a animation), can I skip this function?
Also my Problem is, I export a graph from 3D Max with an animation. The
animation is in a update callback function like the following lines:
[...]
MatrixTransform {
DataVariance DYNAMIC
name "Kugel01"
nodeMask 0xff
cullingActive TRUE
UpdateCallbacks {
AnimationPathCallback {
DataVariance DYNAMIC
pivotPoint 0 0 0
timeOffset 0
timeMultiplier 1.0
AnimationPath {
DataVariance DYNAMIC
LoopMode LOOP
ControlPoints {
[...]
But I would not start the animation right at the beginning. I think the
viewer calls the update function (update visitor) every frame. I want to
start manually the animation. There are an easy way?
Cheers,
Martin
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
_______________________________________________
osg-users mailing list
[email protected]
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org