Hello Jan,

We (Michel and I are collegues) already found out that IO_Model and IO_CoreModel (yes, we are using osgCal2) should be put in the osg db loader. And also we found out the layout for the osg file and so we are able to load cal3d models from within osg files. In the mean time I have created a plugin that can read the cal3d .cfg files.

thanks for your support! Sorry that we didn't tell you earlier...
Raymond



Jan Ciger wrote:
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Elk, M.G. (Michel) van wrote:

Unfortunately the reader doesn't seem to trigger on the "CoreModel"
string.
If I replace it with osgCal::CoreModel it also doesn't trigger.

Anyone experience with this?

That is not correct. CoreModel is just a "template" of character which
describes the pieces the human consists of. You have to make a CalModel
instance which is referring to the corresponding CoreModel and positions
the human in the right place.

I am attaching an example dumped from the 'sample' program which comes
with osgCal2 (original osgCal with the GPL license is probably similar).

Regards,

Jan

- --

Jan Ciger
GPG public key: http://www.keyserver.net/

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------------------------------------------------------------------------

Group {
  UniqueID Group_0
  DataVariance DYNAMIC
  nodeMask 0xffffffff
  cullingActive TRUE
  num_children 2
  MatrixTransform {
    DataVariance DYNAMIC
    nodeMask 0xffffffff
    cullingActive TRUE
    referenceFrame RELATIVE
    Matrix {
      1 0 0 0
      0 1 0 0
      0 0 1 0
      50 0 0 1
    }
    num_children 1
    osgCal::Model {
      UniqueID Model_1
      DataVariance DYNAMIC
      nodeMask 0xffffffff
      cullingActive TRUE
      UpdateCallbacks {
        NodeCallback {
          DataVariance DYNAMIC
        }
      }
      osgCal::CoreModel {
        UniqueID CoreModel_2
        DataVariance DYNAMIC
        skeleton "data/paladin/paladin.csf"
        animation "data/paladin/paladin_walk.caf" "andar"
        animation "data/paladin/paladin_wave.caf" "wave"
        animation "data/paladin/paladin_strut.caf" "andar neno"
        animation "data/paladin/paladin_sneak.caf" "sneak"
        animation "data/paladin/paladin_shoot_arrow.caf" "disparar"
        animation "data/paladin/paladin_jog.caf" "correr"
        mesh "data/paladin/paladin_body.cmf"
        mesh "data/paladin/paladin_cape.cmf"
        mesh "data/paladin/paladin_loincloth.cmf"
        material "data/paladin/paladin_cape.xrf"
        material "data/paladin/paladin_head.xrf"
        material "data/paladin/paladin_chest.xrf"
        material "data/paladin/paladin_gird.xrf"
        material "data/paladin/paladin_arm_left.xrf"
        material "data/paladin/paladin_arm_right.xrf"
        material "data/paladin/paladin_flesh.xrf"
        material "data/paladin/paladin_edge.xrf"
        material "data/paladin/paladin_stripe.xrf"
        material "data/paladin/paladin_loin_upper.xrf"
        material "data/paladin/paladin_loin_lower.xrf"
        material "data/paladin/paladin_legplate_right.xrf"
        material "data/paladin/paladin_legplate_left.xrf"
        material "data/paladin/paladin_leg_right.xrf"
        material "data/paladin/paladin_leg_left.xrf"
        material "data/paladin/paladin_legguard_right.xrf"
        material "data/paladin/paladin_legguard_left.xrf"
        material "data/paladin/paladin_shoe.xrf"
        material "data/paladin/paladin_ponytail.xrf"
      }
    }
  }
  osgCal::Model {
    DataVariance DYNAMIC
    nodeMask 0xffffffff
    cullingActive TRUE
    UpdateCallbacks {
      NodeCallback {
        DataVariance DYNAMIC
      }
    }
    Use CoreModel_2
  }
}
------------------------------------------------------------------------

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