Hey guys I really need some help with this. I must just have a misunderstanding of how to manipulate things.
To show exactly what I am doing I want to manipulate the LeapMotion handmodels offered with their SDK. The hand models come as FBX format. I have opened it in 3DS max and saved them as a osgb file with the OpenSceneGraph Max Exporter. Then if I run a Node Traversal on the hand I get a list of all the MatrixTransform nodes and thier names. So to test it I am trying to use a callback class to simply move one section of the hand. I do an if conditional like: if(node.getName() == "L_PinkyD") Then I use a matrix to setMatrix and apply it to the node. If I attach axes to each transform node I can see that the specific axis is moved. But the hand model itself remains unchanged. Am I suppose to be accessing it with osgAnimationBones? because I can't see any bones when i do a ClassName() and LibraryName() on the nodes. Only matrix transforms. In fact this is the print out of the hand model I get in my log file: Code: Traverse Class. This node is a: osg::MatrixTransform and has the associated name: L_ThumbA Traverse Class. This node is a: osg::MatrixTransform and has the associated name: L_ThumbB Traverse Class. This node is a: osg::MatrixTransform and has the associated name: L_ThumbC Traverse Class. This node is a: osg::MatrixTransform and has the associated name: L_ThumbEND Traverse Class. This node is a: osg::MatrixTransform and has the associated name: L_MiddleA Traverse Class. This node is a: osg::MatrixTransform and has the associated name: L_MiddleB Traverse Class. This node is a: osg::MatrixTransform and has the associated name: L_MiddleC Traverse Class. This node is a: osg::MatrixTransform and has the associated name: L_MiddleD Traverse Class. This node is a: osg::MatrixTransform and has the associated name: L_MiddleEND Traverse Class. This node is a: osg::MatrixTransform and has the associated name: L_RingA Traverse Class. This node is a: osg::MatrixTransform and has the associated name: L_RingB Traverse Class. This node is a: osg::MatrixTransform and has the associated name: L_RingC Traverse Class. This node is a: osg::MatrixTransform and has the associated name: L_RingD Traverse Class. This node is a: osg::MatrixTransform and has the associated name: L_RingEND Traverse Class. This node is a: osg::MatrixTransform and has the associated name: L_PinkyA Traverse Class. This node is a: osg::MatrixTransform and has the associated name: L_PinkyB Traverse Class. This node is a: osg::MatrixTransform and has the associated name: L_PinkyC Traverse Class. This node is a: osg::MatrixTransform and has the associated name: L_PinkyD Traverse Class. This node is a: osg::MatrixTransform and has the associated name: L_PinkyEND Traverse Class. This node is a: osg::MatrixTransform and has the associated name: group5 Traverse Class. This node is a: osg::MatrixTransform and has the associated name: HandsREAL_CutOff_Arm1 Traverse Class. This node is a: osg::MatrixTransform and has the associated name: HandsREAL_CutOff_Arm1-OFFSET Traverse Class. This geode is a: osg::Geode and has the associated name: HandsREAL_CutOff_Arm1-GEODE osg::Geometry Has name : Hands_Alt_blinn1 Traverse Class. This node is a: osg::MatrixTransform and has the associated name: nailsFix1 Traverse Class. This geode is a: osg::Geode and has the associated name: nailsFix1-GEODE osg::Geometry Has name : blinn2 Traverse Class. This node is a: osg::MatrixTransform and has the associated name: group6 Traverse Class. This node is a: osg::MatrixTransform and has the associated name: HandsREAL_CutOff_Arm1 Traverse Class. This node is a: osg::MatrixTransform and has the associated name: HandsREAL_CutOff_Arm1-OFFSET Traverse Class. This geode is a: osg::Geode and has the associated name: HandsREAL_CutOff_Arm1-GEODE osg::Geometry Has name : Hands_Alt_blinn1 Traverse Class. This node is a: osg::MatrixTransform and has the associated name: nailsFix1 Traverse Class. This geode is a: osg::Geode and has the associated name: nailsFix1-GEODE osg::Geometry Has name : blinn2 Do I need to rig and skin the model programatically? Beause I can see the bones in 3ds Max.. if I move a bone in there the model moves with the bone. But in OSG I just cant get the hand models to change with any update... HELP! Ill provide more information if its needed... Ive tried to be as specific as I can. Thank yoU! ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61055#61055 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org