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 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

