Hi masters of characters,
I' m a newbie in character animation, but would like to add some simple
avatar-animations to our applications.
We do not have any commercial plan, so GPL licensing is ok.
It seems there are a lot of projects, none of them fully supported. (I'
ve also found osgCharacter at
www.openscenegraph.com/osgwiki/pmwiki.php/NodeKits/OsgCharacter)
We would like some suggestion to which library to start studying.
Our requirements:
1) it should work with latest SVN
2)it should work under windows
Nice things to have
3)Tutorial (ease of use) and some viable path to export content from MAX
(or Blender)
4)it should support not only humans but also different skeletons
5)ihardware skinning
6)nodekit / plugin wrapping, so to being a ble to treat animated
characters as other osg /ive files
7)some form of LOD support (when a character is far awy shoul consume
less draw / update time)
Any suggestion?
From a "user" perspective, it would be really nice to see developer
join force on one common projects instead seeing multiple efforts.
Anyway... many compliments and thanks anyway to all of you
Thanks in advance
Luigi Calori
Jeremy L. Moles wrote:
On Wed, 2007-04-18 at 16:57 -0400, Zach Deedler wrote:
Hi Jan,
Do you know where the most current version of osgCal is? The LGPL version.
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.
Hmmm. Okay. Er. :)
There are 2.5 versions:
1) The one by Loic Dachary and friends at Underware. This is GPL, but
supports HW skinning from what I can tell (using Cal3D's HardwareModel
class) This is generally just called "osgCal."
2) The LGPL one by Ruben Lopez (with some fixes by Jan Ciger). On it's
website, this is called "osgCal2", but it's almost certainly what people
are referring to when they say osgCal. From your post, it seems like
this is the one you want.
https://sourceforge.net/project/showfiles.php?group_id=79240
2.5) Is my personal adaptation (which I am deriving from osgCal2) which
has code cleanup, supports OSG SVN, and will include Vertex Shader
animation support. I absolutely cannot suffer software skinning after
seeing how much faster it is in a simple shader. :)
I haven't actually released mine yet (though obviously the LGPL will
require I do so) as it is still in casual development, but it will be
available along with all the other OSG stuff I'm working on (osgGTK,
osgCairo, osgEgypt, etc.) None of these are really all that impressive
at the moment, but hopefully will be soon. :)
It seem you have developed really intersting things.... let us know if
you decide to release your code
Zach
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Jan Ciger
Sent: Wednesday, April 18, 2007 16:31
To: osg users
Subject: Re: [osg-users] cal3d lod
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Zach Deedler wrote:
Ahhh crap. I was afraid of something like that. I wish I would've
went with cal3d in the first place myself. grrrrr I actually chose
it because I saw that Delta3D was using it, so it must have some
benefit. Since I don't use any of the contact translation, though I
don't think I get much benefit, except the creation of the osg
geometry. I have had problems LODing, switchable objects, and access
to animation speed. I've resorted to hacking away at ReplicantBody,
though.
Are you saying that these calls are pushing the vertices onto the GPU?
cal_renderer->getVertices((float *)
m_geometry->getVertexArray()->getDataPointer());
cal_renderer->getNormals((float *)
m_geometry->getNormalArray()->getDataPointer());
Any OSG experts know how I can get the cal3d vertex arrays jammed into
OSG efficiently?
What about using osgCal ? That does everything that you may want :D
Jan
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