Hi, Sorry I am very busy... First I think you should setup the invBindMatrixInSkeletonSpace to your bones. If it correctly set, I would need to check the code and test it with your samples cases.
Cheers, Cedric On Thu, 2011-04-28 at 19:41 +0200, Garrett Cope wrote: > More investigation, still not much clearer. I'm hoping with a more concrete > example someone can tell me what I'm missing... > > My main issue is how to change the coordinate system of a bone within the > skeleton hierarchy. This could be done previously by just modifying the > rotation of the bones bind matrix. Now that doesn't seem to work for me. > > A specific example using osganimationskinning:: > > This example currently rotates about the local z-axis of each joint. Let's > say that I now want to rotate the first joint about the vertical axis > instead. This could be accomplished by changing the axis of the rotate > transform for the bone as follows: > > > Code: > pRight0Update->getStackedTransforms().push_back(new > osgAnimation::StackedRotateAxisElement("rotate", osg::Vec3(0,1,0), 0)); > > > > but how would I do this by changing coordinate system of the bone such that > the existing rotation would now rotate about the vertical axis? > > I did this previously by adjusting the rotation of the bind matrix, but > adding any rotation to the bind matrix in this case seems to just distort the > mesh. > > I'm sure I'm missing something key... > > Thanks in advance for any thoughts > > --jamie[/code] > > ------------------ > Read this topic online here: > http://forum.openscenegraph.org/viewtopic.php?p=38857#38857 > > > > > > _______________________________________________ > osg-users mailing list > osg-users@lists.openscenegraph.org > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org > -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services +33 659 598 614 - cedric.pin...@plopbyte.com - http://plopbyte.com
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