In skeleton there are bones hierarchy, for each bone which have 
osgAnimaion::UpdateBone callback, you can get StackedTransform from it
Now from StackedTransform you can get bone matrix, or StackedTransformElements 
(StackedTransform is a vector of those) which represent 
scale\translate\rotateAxis\quat\etc transforms of bone.

When your animation not playing, values mentioned above will contain default 
bone position in skeleton.

Cheers,
Sergey.

22.02.2012, 17:20, "Aitor Ardanza" <[email protected]>:
> Hi,
>
> I managed to see the information I need debugint the proyect in visual 
> studio, but I don't know how to reach it ..
>
> Code:
>
> for(int 
> i=0;i\<_AnimationManager->getOSGManager()->getAnimationList().size();i++){
>     osg::ref_ptr<osgAnimation::Animation> anim = 
> _AnimationManager->getOSGManager()->getAnimationList()[i];
>     if(!anim->getName().compare(name)){
>         osgAnimation::ChannelList channelList = anim->getChannels();
>         for(int j=0;j\< channelList.size();j++)
>         {
>             osgAnimation::Channel* channel = channelList[j];
>             osgAnimation::TemplateTarget osgAnimation::Target*> target = 
> channelList[j]->getTarget();
>         }
>     }
> }
>
> -> target
>         - osgAnimation::Target
>               + osg::Reference
>                  _Weight
>                  _priorityWeight
>                  _lastPriority
>         - _Target
>               - osgAnimation::TemplateTarget<osg::Vec3f*>
>                       + osgAnimation::Target
>                       - _target
>                            + _v
>               + osg::Reference
>                  _Weight
>                  _priorityWeight
>                  _lastPriority
>
> I don't know how to reach _v!!!!!
> Any suggestion???!!!
>
> Thank you!
>
> Cheers,
> Aitor
>
> ------------------
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=45680#45680
>
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