On Thu, 2007-04-19 at 22:54 +0200, Jan Ciger wrote:
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> Hi,
> 
> Luigi Calori wrote:
> > Our requirements:
> > 1) it should work with latest SVN
> 
> Both Replicant and osgCal should be able to. Replicant does (at least my
> fixed version), osgCal should work or at least should be trivially
> fixable (somebody mentioned some compilation issue recently). I didn't
> try to compile it myself recently, though.

I did! drawImplementation doesn't take a StateSet anymore; it seems like
that has been switched to a RenderInfo reference instead.

> > 2)it should work under windows
> 
> Both osgCal and Replicant do.
> 
> > 
> > Nice things to have
> > 3)Tutorial (ease of use) and some viable path to export content from MAX
> > (or Blender)
> 
> Cal3D has some tutorials on the web site how to model and export from
> MAX. If you need Blender, look for Soya3D engine, they have a decent

I always consider and integrate the changes I see Jiba make to SVN
proper. They're currently no different, unless Soya3D has been sneaky,
sneaky on me in the last 2 months.

> exporter in their SVN. Cal3D characters work with both osgCal and
> Replicant, but for Replicant you will need to write an .rbody file
> defining the higher level actions. Whether the export is viable that
> depends on what you need. If you need few simple guys without high-end
> features, it will do.
> 
> > 4)it should support not only humans but also different skeletons
> 
> Cal3D supports arbitrary skeletons (e.g. an octopus).
> 
> > 5)hardware skinning
> 
> Tough luck so far, unless:
> 
> a) you write it yourself
> b) use the GPL version of osgCal which is supposed to have it (I didn't
> try it myself).
> c) osgCharacter does have it, however it is more an experiment than a
> usable toolkit.
> 
> > 6)nodekit / plugin wrapping, so to being a ble to treat animated
> > characters as other osg /ive  files
> 
> Replicant has that, however it is not that simple - one guy can have
> many animations + other data files. The osg/ive file will contain only
> the geometry and textures, not the skeleton and the animations. It
> doesn't even make much sense because these are not scene graph related
> in any way. The osg/ive file is not designed to be a replacement for a
> zip archive/folder/CD with all the assets needed by your application.
> 
> On the other hand, the osgCal characters and Replicants are regular
> nodes in the scene graph, so from this point of view your work with them
> in the same way as with any other geometry.
> 
> > 7)some form of LOD support (when a character is far awy shoul consume
> > less draw / update time)
> 
> The underlying Cal3D library has that, however see the discussion on
> LODs before.
> 
> > From a "user" perspective, it would be really nice to see developer join
> > force on one common projects instead seeing multiple efforts.
> 
> Yeah, but there aren't *that* many developers interested in developing
> this. Are you volunteering?

I think it would be neat to see Collada squash the whole thing, but
that's just me. :) A universal language for expressing character
animations would rock. Implementations would still have the freedom to
optimize as they see fit, but at least interchangeability and whatnot
would be out of the way... 

> Jan
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