Does this mean I can add you to the developer list of rbody?
/Anders
On 4/19/07, Jan Ciger <[EMAIL PROTECTED]> 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.
> 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
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?
Jan
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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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