Great, I've bumped my submission so hopefully it'll be in osg trunk soon. Re: poses, they have been a complete nightmare to get working so far, and yet there are still a few cases that don't work. If you can find what's going on with humanoid.fbx then you'll be my hero! I may be able to help more if you can get a much simpler example that demonstrates the problem e.g. only one or two joints.
On 18 January 2011 15:27, Alessandro Terenzi <[email protected]> wrote: > Thank you very much Michael, > your fix solved the timing issue. > > Any idea/suggestion about the wrong initial-pose problem? (it happen with > the humanoid.fbx model available with the FBX SDK). > > Regards. > Alessandro > > > On Tue, Jan 18, 2011 at 11:12 AM, Michael Platings <[email protected]>wrote: > >> Hi Alessandro, >> I posted a fix a while back that may solve the issue you're referring to. >> If it works for you then maybe with more prodding Cedric might accept it ;) >> Here it is again, attached >> >> >> On 17 January 2011 15:43, Alessandro Terenzi <[email protected]> wrote: >> >>> Hi, >>> no one else is experiencing the same problems with osgAnimation and the >>> FBX plugin? I mean the 'initial-pose' issue (described in this thread) and >>> the timing issue described in another post of mine. >>> >>> Cheers, >>> Alessandro >>> >>> ------------------ >>> Read this topic online here: >>> http://forum.openscenegraph.org/viewtopic.php?p=35708#35708 >>> >>> >>> >>> >>> >>> _______________________________________________ >>> osg-users mailing list >>> [email protected] >>> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >>> >> >> >> _______________________________________________ >> osg-users mailing list >> [email protected] >> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org >> >> > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > >
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