-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Hi Jean Sebastien,
On 03/18/10 17:40, Jean-Sébastien Guay wrote: > Hi all, > > I have been checking out osgAnimation in the past few days, and > one thing that hasn't been clear to me is whether it supports > animation mixing or blending, and how. For example, if a character > goes from standing to walking, then walking to running, can I set > it up so that the transition between these animations is smooth? > Supposing I have a walk cycle and a run cycle animations set up > correctly of course. > Yes it's possible but the api of BasicAnimationManager does not expose it, the TimelineAnimationManager let you to setup stuff with more details. Have a look to the example osganimationtimeline, and in the file include/osgAnimation/ActionStripAnimation. > Next question, where could I find an example of this (assets and > possibly code - though with a good explanation I can work the code > out myself I'm sure)? I've found one walking character here: > > http://creators.xna.com/en-US/sample/skinnedmodel > > but he has only a walk cycle. Could anyone point me to an example > model that would have multiple animations set up so I can look at > how it's been done and try it out? Preferably in Collada or FBX > format. > > On the subject of models, does anyone know of any place (web site) > where I could buy skinned and animated models of characters? I > presume such a resource exists, but I wanted to know if people had > a specific one to recommend. I can't help about data, all data i used was exporter from the blender exporter, an example of what you can do with osgAnimation is on this live stream http://stream.pok.me/stream.ogg You can have a look to the source code here http://hg.plopbyte.net/pokme/ > > Finally, osganimationhardware nathan.osg is giving me problems. It > crashes after showing the first frame in > State::setVertexAttribPointer() called from > RigGeometry::drawImplementation() - stack trace below. > > I'd really like to be able to see the hardware skinning. With the > character at the link above, osganimationviewer (software skinning > I presume) runs well but the update time is close to 16ms per frame > on my pretty recent machine. I'm thinking if that time is spent > updating the vertex arrays for the skinning, there might be a > chance the hardware skinning would reduce that? Obviously using a > lighter mesh would too, and I won't be using that exact mesh in our > project, but anything that can help us maintain a good frame rate > is welcome. Yes hardware should improve, not that for small skinned mesh, it does not help at all. I will have a look at that crash this evening. > > Thanks in advance, > > J-S Cedric - -- Provide OpenGL services around OpenSceneGraph and more +33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net http://www.plopbyte.net -----BEGIN PGP SIGNATURE----- Version: GnuPG v2.0.14 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAkuiYCEACgkQs6ZHzVQN0Ii7LwCggAwBfZGVLIAYLXZDB6gFam7R mo4AniU1KoMgrJy7FoUZbQ1xyFerbe5J =L0rF -----END PGP SIGNATURE-----
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