[email protected] wrote on Friday, October 16, 2009 4:32 AM: > Problem reconstruction : > > osgAnimation Example osganimationnode, exchange the main proc. Instead > of creating a viewer write out a file, as this. > > int main( int , char** ) > { > osg::ref_ptr< osg::Group > root = new osg::Group ; > root->setInitialBound(osg::BoundingSphere(osg::Vec3(10,0,10), 30)); > root->addChild(createAxis()); > > osg::MatrixTransform* node = setupAnimtkNode(); > root->addChild(node); > > if ( !root.valid() ) > osg::notify( osg::FATAL ) << "Failed in createSceneGraph() !" << > std::endl ; > bool arg = false; > > bool result = osgDB::writeObjectFile( * ( root.get() ) , > "animNode.osg" ) ; > if ( !result ) > osg::notify( osg::FATAL ) << "Failed in osgDB::writeNodeFile() > !" << std::endl ; > }
The reason you get no update callback in the .osg file is that osganimationnode uses a custom callback, AnimtkUpdateCallback, that the .osg writer doesn't know about. >From the OpenSceneGraph-Data .osg files that have animation (such as robot.osg), it looks like osgAnimation::BasicAnimationManager is supported, so you could start with using that instead of AnimtkUpdateCallback. HTH, -- Bryan Thrall FlightSafety International [email protected] _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

