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Zach Deedler wrote:
> Hi Jan,
> 
> Do you know where the most current version of osgCal is?  The LGPL version.

You can find it here:
http://osgcal.sourceforge.net/

> I swear there is a conspiracy to shut all this stuff down by some major
> animation company or something?  All this stuff is just not being supported.

There is no conspiracy, however this stuff requires quite a bit deeper
knowledge than your regular "let's write another FPS shooter/game
engine" 16-year old hobbyist has. Not that it is *that* hard, but
quaternions, linear algebra and profound knowledge of animation issues
that you need to successfully develop this will put off even the more
hard-core types. It is simpler to show off your shinny glassy spheres or
metaballs or water shader or whatever whiz-bang effect than to animate
characters well.

Unless somebody puts the money on the table to pay for such
library/toolchain, it will not happen, I am afraid. Outside of
specialized university labs which are usually focusing on other issues
than high-end, top performance human character rendering anyway, the
required skill set is only within game companies and animation studios.
And those are guarding their know how very well for competitive reasons.

I have worked for VRlab in Lausanne under prof. Thalmann which
specializes on character animation. We have also collaborated with
people from Miralab in Geneva that is probably known even more for this,
however, to be honest, we didn't really have some high-end toolkit for
rendering characters ourselves. If it rendered what we needed for our
research, it was good enough and nobody bothered with things such as
hardware-accelerated skinning or LODs. You do not really need that for a
screenshot in a paper or dissertation. Also the code quality is
sometimes crazy - this stuff is written by grad and doctorate students
which are rarely software engineers by background. Moreover, nobody will
pay you for developing it since it is not really something you can
publish or, even better, patent because it was done many times before
already.

I remember that I needed to justify how fixing up the osgCal library and
its integration into our simulator contributed to my thesis. I needed
something to be able to animate few guys on the screen for my AI
simulator and our in-house libs didn't cut the mustard at the time.
However, since it was not research, I had to explain why I am "wasting"
time with it.

I am not picking on my former employer here, though - this is very much
the same elsewhere, at other universities as well (e.g. here at
Aalborg). You are pressured to publish,  publish, patent, patent -
number of publications and number of patents are easy to count so some
genius invented the idea that this is a good measure of a scientific
quality of a researcher and the institution (just read the EU policies
on research and see how they are hell-bent on patenting everything now).
However, you cannot patent something like skinning or character
animation so nobody will pay you to "waste" time with it.

My personal objective and long standing item on my TODO list is to write
a simple character animation toolkit with a Blender exporter (I really
hate Max) that will be easy to work with, with a clean and small
codebase. It doesn't need a whole lot - except of time which I do not
have at the moment :(

Regards,

Jan





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