Hi,

I'm trying to do the same thing. I've got two models (fbx). The first one is containing an animation and a skeleton with (rigged) geometry.
The second file contains an animation and another skeleton.

Unfortunately, the merging approach doesn't seem to work. I can animate the second one, but I cannot apply the animation to the first skeleton.
Any idea, how to apply the second animation to the first skeleton?

I've already tried to replace the second skeleton with the first one, but no luck.

Or maybe someone can provide an example model with animation(s) in a second file.

cheers
Sebastian

void mergeAnimation(osg::Node* mainModel, osg::Node* mergeModel)
{
        FindAnimationManagerVisitor famvMain;
        mainModel->accept(famvMain);
        osgAnimation::AnimationManagerBase* animationManagerMain = 
famvMain.getAnimationManager();
        if (animationManagerMain == 0)
                throw std::logic_error("no animation manager found in main 
model");

        FindAnimationManagerVisitor famv;
        mergeModel->accept(famv);
        osgAnimation::AnimationManagerBase* animationManager = 
famv.getAnimationManager();
        if (animationManager == 0)
                throw std::logic_error("no animation manager found in secondary 
model");

        const osgAnimation::AnimationList& list = 
animationManager->getAnimationList();
        for (osgAnimation::AnimationList::const_iterator ai = list.begin(); ai 
!= list.end(); ai++)
                animationManagerMain->registerAnimation(*ai);
}

28.05.2013, 08:27, "Michael Borst" <[email protected]>:
Do you have sample code,
maybe i am just missing one importent line or flag to be set

Thank you!

Cheers,
Michael

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