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 > > > > > > _______________________________________________ > 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 - http://osgjs.org - http://showwebgl.com
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