Hi David,

I'm not familiar with OSGexp and how it exports camera paths so I'm
afraid you'll need to provide this bit of information.

As a general note, OSG camera's like OpenGL's have a view matrix that
positions the scene into eye coordinates, this matrix is the inverse
of the matrix required to position a camera in a scene.

Positioning a camera in a scene is often the most logical way to think
about camera movement, and I'd guess that the paths you have are
probably in have, so you'll need to apply the inverse of the position
matrix to get the final view matrix to apply to the camera.

Robert.

On 7/30/06, David Erdelyi <[EMAIL PROTECTED]> wrote:

Hi guys, a newbie here thats getting into (and luvin' OSG)...

I'm working on a project that uses 3dsMax 8 and I export to OSG
using the OSGexp to an .osg file and then I manually edit the
transformation coordinates to animate the scenes root.

Everything works great with the animations in the scene until
I want to animate an ABSOLUTE camera track by applying
animation coordinates (that are copied from another camera
in the scene) and specifying an ABSOLUTE camera track to
the SCENE ROOT with the UpdateCallbacks stuff.

I was wondering if anyone could help me sort out my x, y, and z's.
A utility to convert etc. just that section of the text file to re-order?
(please note: I only want to have a free camera, no look-at cams).

To start, the camera looks backwards, and once I seem to fix that
(by hand in notepad with modifying the ending coordinates? from 1 1 1 to 1
-1 -1),
the scene is at least not flipped, but the movements are now as follows:

  movement =  (x+ = x-) (y+ = z-) (z+ = y+)
  rotation =      (x+ = x-) (z+ - y-) (y+ = z+)

How can I batch convert just this co-ordinate section of the osg file?

Everything else works fine. Just so you know as an artist, I can
"can kinda program", but by no means am I a real "programmer".
So please keep is simple as I don't compile etc. ;)

Thanks,

David


[EMAIL PROTECTED]


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