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. :-)

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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