-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Hi, Here how it works. I suppose you use default skinning implementation not the hardware one and a recent version of osg.
During update traversal, the RigGeometry will be updated with the UpdateVertex callback (see include/osgAnimation/RigGeometry ). This callback do stuff with the skeleton and at the end will call the method RigGeometry::update. RigGeomtry::update will call the RigTransform implementation. By default a RigGeometry will use a software implementation so it should call RigTransformSoftware. see below void RigGeometry::update() { if (!getRigTransformImplementation()) { _rigTransformImplementation = new RigTransformSoftware; } RigTransform& implementation = *getRigTransformImplementation(); (implementation)(*this); // this line will update your model } So after the update traversal you should be able to get your model transformed Cedric On 10/17/2011 12:35 AM, Aaron Wetzler wrote: > Hi Cedric, > > I was wondering if there is an easy way to get the skinned vertices > of a rigged model mesh in osganimation i.e. after they have > undergone their transformations from the skeleton. I have looked > and havnt managed to find where this is done. Basically all I need > are the transformed vertices as a list. > > We need this for research we are doing and Ive spent about 10 hours > on it already and am feeling a bit frustrated. > > Looking forward to hearing from you > > Aaron > > > On 5 July 2011 00:16, Aaron Wetzler <aaronwetz...@gmail.com > <mailto:aaronwetz...@gmail.com>> wrote: > > I found a simple fix. > > I think you must have deleted Skinning a long time ago because the > code in your current hg repo works fine and doesnt include > Skinning > http://hg.plopbyte.net/osg-trunk/file/e958c9354d0d/examples/osganimationskinning/osganimationskinning.cpp > > > > On 5 July 2011 01:11, Cedric Pinson <cedric.pin...@plopbyte.com > <mailto:cedric.pin...@plopbyte.com>> wrote: > > Could you post it on the mailing list because I dont maintain 2.8 > branch from a long time ago. > > Cedric > > On Tue, 2011-07-05 at 01:08 +0300, Aaron Wetzler wrote: >> sorry, i meant that there is no file called Skinning in >> OSG_ROOT/include/osgAnimation >> >> On 5 July 2011 00:57, Aaron Wetzler <aaronwetz...@gmail.com > <mailto:aaronwetz...@gmail.com>> wrote: >> Hi Cedric >> >> >> I installed OpenSceneGraph 2.8.4 for 64bit VS2010 from > http://openscenegraph.alphapixel.com/osg/downloads/free-openscenegraph-binary-downloads > > and downloaded the 2.8.4 skinning example code >> from > http://www.openscenegraph.org/svn/osg/OpenSceneGraph/tags/OpenSceneGraph-2.8.0/examples/osganimationskinning/ > > > >> >> All of the examples in the binary folders work > including the >> skinninganimation.exe . However when I try creating a > project >> that uses the code from the svn above it doesnt compile because >> there is no skinning header i.e. there is no Skinning file in >> OSG_ROOT/include >> >> >> Any idea what the problem is? >> >> >> Aaron >> >> >> On 14 June 2011 00:52, Aaron Wetzler > <aaronwetz...@gmail.com <mailto:aaronwetz...@gmail.com>> >> wrote: Hehe :) No worries >> >> >> >> On 14 June 2011 00:51, Cedric Pinson <cedric.pin...@plopbyte.com > <mailto:cedric.pin...@plopbyte.com>> wrote: >> Wrong mail sorry :) >> >> >> On Tue, 2011-06-14 at 00:48 +0300, Aaron Wetzler wrote: >>> Hi Im not quite sure I follow what you > mean...? >>> Aaron >>> >>> On 14 June 2011 00:05, Cedric Pinson >> <cedric.pin...@plopbyte.com > <mailto:cedric.pin...@plopbyte.com>> >>> wrote: Hi I still need an archive > to start >> to merge your your work. >>> Could you send me one ? >>> >>> Cedric >>> >>> >>> On Sat, 2011-06-04 at 17:08 > +0300, >> Aaron Wetzler wrote: >>>> Thanks! >>>> >>>> >>>> I should have put it on the >> mailing list I just wasnt sure >>> if you >>>> would be notified of the > question >> because someone else had >>> posted >>>> after you.I will try your >> recommendation tomorrow >>>> >>>> >>>> Cheers >>>> >>>> >>>> Aaron >>>> >>>> On 4 June 2011 16:34, Cedric >> Pinson >>> <cedric.pin...@plopbyte.com > <mailto:cedric.pin...@plopbyte.com>> >>>> wrote: Hi, >>>> >>>> I copyied the > message on >> the mailing list in case >>> other users >>>> have same questions. >>>> >>>>> >>>>> >>>>> >>>>> First of all > thanks for >> the effort you have put >>> into the >>>> osgExport. >>>>> Its great that > someone >> is maintaining the script. >>>>> >>>>> >>>>> As I mentioned > in the >> OSG forum I need to: >>>>> 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. >>>>> >>>>> >>>>> Is this possible > using >> the blender 2.49, osg 2.8.0 >>> and the >>>> osgExport >>>>> script? I have > imported >> into blender a plain .bvh >>> file then >>>> exported >>>>> that succesfully > using >> osgExport ( ) to >>> "test.osg". But >>>> when I try to >>>>> run "osgviewer > test.osg" >> it gives me a series of >>> errors >>>> saying: >>>>> "Warning can't > update >> Bone, path to parent >>>> > AnimationManagerBase not >>>>> found" >>>> >>>> osg-2.8.0 contains > an old >> version of osgAnimation >>> that I think >>>> is not compatible anymore > with >> the blender osgexporter. I >>> recommand >>>> to test with last 2.8.x > version if >> you really need to use >>> the 2.8.x >>>> series. If you still have > problem >> it will work with the >>> current trunk. >>>> You should try to show >> your animation model with >>>> osganimationviewer . You can find this > program >> in osg examples. >>>>> >>>>> >>>>> This leads me to > think >> that either something is >>> wrong with >>>> the >>>>> exporter or I am > doing >> something wrong. Im >>> guessing Im doing >>>> something >>>>> wrong but I dont > know >> what. Do I need to >>> explicitly install >>>>> osgAnimation or > set a >> path to it? My only thought >>> is that >>>> its because >>>>> Im using osg > 2.8.0. but >> I dont see why that would >>> change >>>> anything. >>>>> >>>>> >>>>> Could you shed some >> light on how to set up >>> everything so >>>> that the >>>>> above will work? I.e >> what is your workflow for >>> example for >>>> making a >>>>> rigged and > animated mesh >> in Blender and then >>> viewing it in >>>> osgviewer? >>>> >>>> There are blender > examples >> given with the exporter, >>> I >>>> recommand to test with them first, > If you >> are able to show them using >>>> osganimationviewer (in osg examples) > then it >> should work for your >>> models if setup >>>> correctly. >>>> >>>> respond on the mailing >> list with your sample model >>> if there is >>>> something wrong. >>>> >>>> Cheers, Cedric >>>> >>>>> >>>>> >>>>> Looking forward to >> hearing from you >>>>> >>>>> >>>>> Cheers >>>>> >>>>> >>>>> Aaron >>>>> >>>>> >>>>> -- Aaron Wetzler EE MSc Student at >> Technion >>>>> +972 54 641 6510 > <tel:%2B972%2054%20641%206510> >>>>> >>>>> >>>>> >>>> >>>> >>>> -- Cedric Pinson Provide OpenGL, > WebGL and >> OpenSceneGraph services >>>> +33 659 598 614 > <tel:%2B33%20659%20598%20614> - >> cedric.pin...@plopbyte.com > <mailto:cedric.pin...@plopbyte.com> >>>> http://plopbyte.com - >> http://osgjs.org - >>> http://showwebgl.com >>>> >>>> >>>> >>>> -- Aaron Wetzler EE MSc Student at Technion +972 54 641 6510 > <tel:%2B972%2054%20641%206510> >>>> >>>> >>>> >>> >>> >>> -- >>> >>> Cedric Pinson Provide OpenGL, WebGL and >> OpenSceneGraph services >>> +33 659 598 614 > <tel:%2B33%20659%20598%20614> - >> cedric.pin...@plopbyte.com > <mailto:cedric.pin...@plopbyte.com> >>> http://plopbyte.com - >> http://osgjs.org - http://showwebgl.com >>> >>> >>> >>> >>> -- Aaron Wetzler EE MSc Student at Technion +972 54 641 6510 > <tel:%2B972%2054%20641%206510> >>> >>> >>> >> >> >> -- >> >> Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services >> +33 659 598 614 > <tel:%2B33%20659%20598%20614> - cedric.pin...@plopbyte.com > <mailto:cedric.pin...@plopbyte.com> >> http://plopbyte.com - http://osgjs.org - http://showwebgl.com >> >> >> >> >> >> -- Aaron Wetzler EE MSc Student at Technion +972 54 641 6510 >> <tel:%2B972%2054%20641%206510> >> >> >> >> >> >> >> >> -- Aaron Wetzler EE MSc Student at Technion +972 54 641 6510 >> <tel:%2B972%2054%20641%206510> >> >> >> >> >> >> >> -- Aaron Wetzler EE MSc Student at Technion +972 54 641 6510 >> <tel:%2B972%2054%20641%206510> >> >> >> > > -- Cedric Pinson Provide OpenGL, WebGL and OpenSceneGraph services > +33 659 598 614 <tel:%2B33%20659%20598%20614> - > cedric.pin...@plopbyte.com <mailto:cedric.pin...@plopbyte.com> > http://plopbyte.com - http://osgjs.org - http://showwebgl.com > > > > > -- Aaron Wetzler EE MSc Student at Technion +972 54 641 6510 > <tel:%2B972%2054%20641%206510> > > > > > -- Aaron Wetzler EE MSc Student at Technion +972 54 641 6510 > <tel:%2B972%2054%20641%206510> > - -- 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 -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.11 (GNU/Linux) Comment: Using GnuPG with Mozilla - http://enigmail.mozdev.org/ iEYEARECAAYFAk6bZaYACgkQs6ZHzVQN0Iih5wCfdoPwPHIvenT4slRptYVQImlR HywAn21B3dTUflgaGXGCDhLFQUAotLNn =Hmb/ -----END PGP SIGNATURE----- _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org