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 > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

