Hi,

I have a model with an animations via hardware skinning with a skeleton.
The problem is that if I make an independent rotation (eg the direction of the 
eyes), the rotation that runs on the shader is removed and the nodes (eyes) 
don't move along with the head ... This doesn't happen if I don't applied 
manually rotations to the nodes.

Code:
osg::Quat rot(axis.x(),axis.y(),axis.z(),osg::DegreesToRadians(r));
osg::PositionAttitudeTransform*  leftEye= 
dynamic_cast<osg::PositionAttitudeTransform *> 
(osgGenerals::findNode(root,"transEyeLeft"));
osg::PositionAttitudeTransform*  rightEye= 
dynamic_cast<osg::PositionAttitudeTransform *> 
(osgGenerals::findNode(root,"transEyeRight"));
osg::Vec3 pos = leftEye->getBound().center();
leftEye->setPivotPoint(pos);
leftEye->setAttitude(rot);
leftEye->setPosition(pos);

pos = rightEye->getBound().center();
rightEye->setPivotPoint(pos);
rightEye->setAttitude(rot);
rightEye->setPosition(pos);




How osg manages the order of the rotation at the end of each frame?

Thank you!

Cheers,
Aitor

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=35324#35324





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