Hey, in case anyone was interested. This was definitely the problem. For a beginner like me it was very unclear that 3ds files or other files did not import any of the rigging or bone heirarchy. Especially considering there was a still an empty tree of matrixtransforms with the same names as what the bones should have been.
Now with a succesful installation of the FBX program I have working hand models that can be affected the way robertosfield () mentioned. Thanks again for the tips! I now have a traverse class that goes through the hand model on load up and sets callbacks to the appropriate bones. /Cheers! ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61116#61116 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org