I picked up a copy of "Game Engine Architecture" by Jason Gregory at SIGGRAPH. Appears that he covers a huge breadth of the genre, where's he's focused. There's an animation chapter in there that includes skeletons and skinning. I'm about a 3rd the way thru so far and can't comment on that particular chapter. However, I'm betting it's a viable resource - at that level. Probably not good for detailed implementation.
Bob -----Original Message----- From: osg-users-boun...@lists.openscenegraph.org [mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Jason Daly Sent: Thursday, August 26, 2010 12:00 PM To: osg-users@lists.openscenegraph.org Subject: Re: [osg-users] Bones Animation Bruno Dias wrote: > Hi, > > I'm kind a new in OSG context. I would like to know if someone know or has an > sample of how can i move the bones of an .FBX model. > > I'm trying to develop a virtual hand that you can translate and move your > fingers trough some sensors in your real hand. I'm already rendering de .fbx > model and translating it in the scene but i'm stucked in the finger bones > moving. The .fbx hand sure has bones. > > If somebody could help me i would appreciate a lot! > Hi, Bruno, There are a few examples that deal with skinning and animation (they all have "osganimation" in their name). You might want to start there. --"J" _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org