Hello,

Paul, when I stop the sim time then stop all animation. Or is it a wrong guess?

Himar, I tried to change the NodeMask and the viewer did not draw the node. I think all functions were ignored, but I would ignore the update callback only.

I have an idea. Can I Copy the update callback to event callback and after this I remove the udate callback. Now I can define a "event" to run the event callback?

Cheers, Martin

Am 16.10.2009 08:59, schrieb Himar Carmona:
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 <[email protected] <mailto:[email protected]>>

    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_/>
    <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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