Hi Aitor,

The same issue you face, is there as well with the default morphing and skinning of osgAnimation. You need to do this steps to make it work. First Create your custom morph geometry, add it to a geode, add the geode to a group ( "groupMorph" ) and attach this somwhere to the scengraph, prefarably directly bellow root.

To the Group ( "gropMorph" ) attach a cull callback, which just stops the traversing of the cullVisitor.
struct FilterCullCallback : osg::NodeCallback  {
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) {} // do nothing and stop traverse
};

groupMorph->setCullCallback( new FilterCullCallback() ) ;

now with osgAnimation you would attach a osgANimation::UpdateMorph to the Geode, so do whatever fits your needs here.

Finally the you need to attach the same geometry which gets updated here to the RigGeometry of your Skeleton. This works for me.

Cheers, PP


I respond to myself: Removing the model skeleton, and therefore the animation 
manager, I can see the morphing on the model...
Is there any way to combine skeletal osgAnimation and manual vertex edition to 
do morphin myselft? I dont want to use osg morphing system...

Thank you!

Cheers,
Aitor

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