Hi,

    Specifically, AnimationPathCallback has a setPause method.

    More generally, you can control which nodes OSG updates (i.e. visits
during an updateTraversal) using node masks. Look at the methods
osg::NodeVisitor::setTraversalMask and validNodeMask for an explanation
about how it works. In short, visitors have a bit mask (defaults to
0xFFFFFFFF) and nodes have a bit mask (defaults to 0xFFFFFFFF). If the
bitwise "and" operation between them gives a result other than 0, the node
will be visited. If the result is 0, the node will not be visited. (Really
the node wil be visited but the update callback will not be called). Node
visitors has also a Node mask override that allow you to "override" the node
mask to force the node to be visited ignoring its mask.

 Hope this helps.
Himar.
2009/10/15 Paul Martz <pma...@skew-matrix.com>

> 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
>>
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>>
>>
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