-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Robert Osfield wrote: > Hi Guys, > > First up, Wow!! what a thread :-)
:) > > Character animation is a pretty strong theme in graphics, something > the OSG should support via a NodeKit, and one more centrally > coordinated that what has happened so far. This type of project would > certainly be a candidate for being hosted on the new server and part > of the family of OSG related projects. Perhaps even one day that such > a NodeKit can migrate directly into the core OSG. Indeed. > > I am rather curious at just how much Cald3D offers you - once you > start doing all your own vertex skinning, and software fallbacks how > much as a percentage of code is left outside this wrapper library? At > some point perhaps doing everything locally would be allow one to more > control over the project. Keeping down external dependencies is > sometimes worth the extra effort of duplicating some features of > external equivalents. Well, quite a lot. In fact, Cal3D does not do any rendering itself. It only provides data for it - the deformed mesh. What is more important is that it manages key frame animations, does key frame interpolation and animation blending and manages the skeleton poses. Then there is a bit of support for spring mass systems intended for (primitive) cloth simulation. What is also good is that there is a working (sort of) production pipeline for it which is a non-trivial thing. Then, on top of Cal3D you can use ReplicantBody which gives you higher level actions - multiple animations combined together into one action, e.g. ACT_HELLO which causes the guy to wave, move his mouth and bow by playing several key frame animations in a scripted sequence. What is by far most useful from Replicant is a feature for locomotion - you define several animations with several different speeds, set of contact bones (bones touching the terrain) and Replicant will automatically choose the right animation depending on the speed at which the character is walking. Moreover, it will properly adjust the displacement of the guy based on the animation speed, so that the guy doesn't look like ice skating/sliding. I am not very happy with Cal3D myself because it lacks a few things I need (such as procedural animation is a PITA with it) but to rewrite it from scratch would be a rather major undertaking. > Unfortunately while I can blow some hot air on this topic, I don't > have any time right now to help coordinate any on this efforts. All I > can say, wouldn't it be nice to have a clean NodeKit that supports all > the animation implementations and loaders that we need... Indeed. I will try to work on this during summer because I need it myself. If there are volunteers to join the effort, then even better :) Jan -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFGK6uun11XseNj94gRAq8+AKDpAsU18SE/gbXyPDtqAIstnI9g8wCbBX1i tH+9cygA9YPE97narHvCKnE= =3D7/ -----END PGP SIGNATURE----- _______________________________________________ osg-users mailing list [email protected] http://openscenegraph.net/mailman/listinfo/osg-users http://www.openscenegraph.org/
