As one of the persons responsible for creating ReplicantBody (I supervised
the project, and have done some additions afterwards) I really would like to
see HW skinning in ReplicantBody.
I suggested a while back that a merge between osgCal and rbody would
probably be beneficial to all users of CA in osg.
I didnt get any real feedback then, perhaps the time has come?
The rendering in rbody can surely be done in a more efficient way, but at
the time there wasnt even support for GLSL in osg, so we figured that it
would take us too long to do that.
With that said, we dont currently have any active projects using rbody, but
I do would like it to live a happy life and prosper...
So if someone is willing to put in an effort I can surely grant them write
access to the svn repository!!
We will most certainly use it in the future, but right now we dont have a
budget for further development.
/Anders
On 4/19/07, Luigi Calori <[EMAIL PROTECTED]> wrote:
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
>>
>>-----BEGIN PGP SIGNED MESSAGE-----
>>Hash: SHA1
>>
>>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
>>
>>-----BEGIN PGP SIGNATURE-----
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>>Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org
>>
>>iD8DBQFGJn/3n11XseNj94gRAioJAJ9wv3E0q8BVXHgTxMRSpazIwIQmRACePLUz
>>atoni9LWKe2JhSFJHhNfhmg=
>>=t+J7
>>-----END PGP SIGNATURE-----
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--
________________________________________________________________
Anders Backman Email: [EMAIL PROTECTED]
HPC2N/VRlab Phone: +46 (0)90-786 9936
Umea university Cellular: +46 (0)70-392 64 67
S-901 87 UMEA SWEDEN Fax: +46 90-786 6126
http://www.cs.umu.se/~andersb
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