Sorry, for some reason i thought that u need base skeleton position.

For first frame bone positions you can get it from channels.
Each channel have name and target name, target name is the bone name which it 
modifies, channel name is StackedElement name inside of UpdateBone callback.

So you stop all animations,
then for each animation you do next steps:
1) for each bone you check what StackedElements it have in UpdateBone callback
2) for each StackedElement you look channel in current animation, which have 
target name same as bone name, and channel name same as StackedElement name
  if such channel exist you take first keypoint out of it
  if there are no such channel you take value from StackedElement
3) processed all StackedElements -> make matrix from values you've got
4) get next bone and go from 2)
5) all bones processed -> get next animation and go from 1)

May be there are easier way, but i dont know any.

Also idk in what reference frame you need bone matrices. But you can convert 
these to whatever reference frame if there are such need.

Cheers.

24.02.2012, 17:37, "Aitor Ardanza" <[email protected]>:

>  [quote="hybr"]
>  When your animation not playing, values mentioned above will contain default 
> bone position in skeleton.
>  [quote]
>
>  Hi!
>  But how can I know the bones matrix position before sending the animation 
> action to play???
>
>  Thanks!!!
>
>  ------------------
>  Read this topic online here:
>  http://forum.openscenegraph.org/viewtopic.php?p=45748#45748
>
>  _______________________________________________
>  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

Reply via email to