On Thu, 2007-05-31 at 15:11 -0600, Paul Martz wrote:
> Thanks, Jeremy. I appreciate your work on adding this capability back into
> OSG. My only comments are:
> 
>  * Use 'z' to start recording and 'Z' to stop and start playing back, like
> in the OSG 1.2 release.
>  * Save the data to "saved_animation.path" like in the OSG 1.2 release.
> 
> I'm not trying to be a jerk, I'm just trying to minimize needless changes so
> that users experience a smooth transition to 2.0. (And I'm trying to avoid
> changes to the documentation. :-)

Haha, no need to explain, I understand. :) If it was me I'd just be
like, "MAKE IT SO!"

> Again, thanks,
>    -Paul
> 
> 
> > -----Original Message-----
> > From: [EMAIL PROTECTED] 
> > [mailto:[EMAIL PROTECTED] On Behalf Of 
> > Jeremy L. Moles
> > Sent: Thursday, May 31, 2007 2:29 PM
> > To: osg users
> > Subject: [osg-users] osgviewer Camera Animation (preliminary)
> > 
> > I put this together during lunch today if anyone is 
> > interested in trying it out (I'll submit formal files when 
> > it's done, Robert). Basically, it tries to emulate the old 
> > osgProducer "camera animation" functionality (which we've 
> > been discussing in another thread). It is a patch against SVN 
> > as of a few minutes ago (May 31st, 16:30 EST)
> > 
> > It seems to be working okay for me at the moment. Usage is:
> > 
> >     # OSG_CAMERA_ANIMATION_FPS=25 osgviewer cow.osg
> >     ...press Z...
> >     ...move camera...
> >     ...press Z again...
> >     # vim camera-path.txt
> >     ...awesomeness!...
> >     # osgviewer -p camera-path.txt cow.osg
> > 
> > In the example above I explicitly set the FPS to 25, although 
> > this is the default. It doesn't seem to need a high 
> > ControlPoint capture value, since it appears to do smooth 
> > interpolation between them...
> > 
> 
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