The current workflow I used to have animation in osg, is using blender
2.49b and the osgexport https://bitbucket.org/cedricpinson/osgexport

If you get the repository you will be able to check example.

Cedric

On Fri, 2011-05-27 at 18:29 +0200, aaron wetzler wrote:
> Hi,
> 
> I have the following task to do:
> 
> 1. Import a mesh of a hand (.obj) into blender. Create an armature in Blender 
> 2. Skin the armature with the hand mesh.
> 3. Export this armature and mesh into OSG.
> 4. Alter the armature poses in OSG and output a set of jpgs or bmps of the 
> depth maps of the resulting poses.
> 
> I have done 1 and 2 but dont know how to do 3 and 4. What format can I output 
> from Blender that OSG will be able to understand? What part of OSG should I 
> be using? OSGAnimation? 
> I imagine step 3 is totally standard so thats the most critical part for me 
> because I have no idea how to go about it.
> 
> I am a relative newbie to the world of meshes and animation and would really 
> appreciate some help because I have been stuck on this for two weeks and I 
> cant do it by myself.
> 
> Thanks!
> Looking forward to hearing from the forum :)
> 
> Aaron
> 
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=39877#39877
> 
> 
> 
> 
> 
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> 

-- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - [email protected]
http://plopbyte.com - http://osgjs.org - http://showwebgl.com

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