Ok, I fix the problem of the original characters. I did not notice that the geometry node was inside the skeleto node, so when I add the skeleton into the scene the original models was loaded. My solution is this:
Code: osg::ref_ptr<osgAnimation::Skeleton> skelroot = new osgAnimation::Skeleton; skelroot->setDefaultUpdateCallback(); skelroot->addChild(dynamic_cast<osgAnimation::Bone*>(finder._root.get()->getChild(1))); builder->setSkeleton(skelroot.get()); Now I have the same scene of characters, with deformed movements, without models loaded in the 0,0,0. The improvement with the hardware instances relative to the first version is very noticeable. Any idea why the animations are wrong? Thanks! ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=61866#61866 _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

