There are some example about osganimation, maybe it could help you
https://github.com/openscenegraph/osg/tree/master/examples

Regards,
Cedric

On Thu, 2011-08-04 at 14:23 +0200, Garthy Dee wrote:
> Okay, I've had a bit of an experiment, and come up with a possible answer to 
> my own question, but perhaps somebody with a bit more experience with OSG 
> animation can comment:
> 
> It would appear that numerically higher priority numbers essentialy place the 
> animation in front of the others for consideration. Thus if all animations 
> had weight 1.0, the one with the numerically highest priority is use. Now, 
> when animations share a priority, the weights seem to act as a ratio. Thus if 
> one has weight 0.5 and another 0.5, you'll get half and half. Also, if one is 
> 0.7 and the other is 0.7, you get half and half, again. When a higher 
> priority animation has weight less than 1.0, and a lower-prority one has 
> weight 1.0, the former weight seems to specify the ratio of that animation to 
> use, and 1.0 minus that weight is used for the lower priority one.
> 
> I won't speculate on other combinations. Perhaps somebody can summarise it 
> better than I have?
> 
> This leads me to an interesting observation with respect to the models that I 
> am using. Depending on the particular model and animation chosen, sometimes 
> the bones, when weighted, don't travel through the shortest path to their 
> destination. For example, in one model, when transitioning from a walk to 
> idle (using the above model as an assumption), the entire leg flips up and 
> over the shoulder during the transition with the hip as a rough axis, rather 
> than the shorter transition, also using the hip. It only happens on some 
> transitions. If I had to guess, I'd say that somewhere an angle (or 
> equivalent) along some axis has been determined and is being interpolated 
> along, but the distance is greater than 180 degrees, meaning the 
> interpolation *should* have been done in the reverse direction instead. 
> Either that, or one of a great many other things. :) Can anyone comment on 
> this, and perhaps point me in the rough direction as to where such things 
> might be able to be found in the OS
>  G code? I've been exploring the animation code but I'm still pretty new to 
> it.
> 
> Any hints appeciated. :)
> 
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=41847#41847
> 
> 
> 
> 
> 
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> 

-- 
Cedric Pinson
Provide OpenGL, WebGL and OpenSceneGraph services
+33 659 598 614 - cedric.pin...@plopbyte.com
http://plopbyte.com - http://osgjs.org - http://showwebgl.com

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