Hi cbuchner.  Thanks for your help.

Does 3ds Max have an osg exporter? Also if I converted the .3ds file to osg 
will it retain the bone structure?  The reason I export the hand models from 
.3ds to .fbx is to preserve the bone structure.  

Im assuming you mean that when I construct a model I would setUseDisplayLists 
to false and setUseVertexBufferObjects to true.  

As I am importing a finalized model I am avoiding making any direct geometry 
modification in OSG.  If that is what you mean, unless I am misunderstanding. 

Also I took a look at osgAnimationhardware, thinking that might show me how to 
run stuff from osgAnimation on the GPU.  However when I run the example FRAPS 
reports it at 5 fps?!  So Im not really sure why its doing that.  

I also took a look at osgAnimationSkinning and the example shows how to skin a 
model you are building yourself.   I already have the hand models built, 
skinned and rigged in 3ds Max. I was hoping there was a way to import that 
model as .fbx ( or sure even .osg if it preserves the rigging) and have good 
performance. My scene is incredibly simple as it includes only the .fbx hand 
models and 2 half sphere models.... 

So I am obviously doing something quite wrong, just not sure exactly what.  
Even with a delay from the sensor, I shouldn't be getting that low fps.  

If I understand what Robert has been getting at the CPU is handling all of my 
data for redrawing vertices.   Im not sure how to tell osg to use the GPU or 
design or import my model so that it does or even how to recalculate the bone 
positioning so that it does.

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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=61364#61364





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