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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
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