Hi Alessandro,

You can control the start times of AnimationPathCallbacks.  In the SVN
there a few better controls for this.

If you do things programatically you might find it easier, i.e export
your objects separately from 3DMax and then attach a single animation
path to them both, or just attach the animation path to the viewer.
For the later you can use the osgGA::AnimationPathManipulator, and
apps like osgviewer even have support for reading from animation path
files on the command line i.e.:

 osgviewer cow.osg -p myanimation.path

Robert.


On 6/5/07, alessandro terenzi <[EMAIL PROTECTED]> wrote:
Hi Robert,
thank you for your answer. You're right about the structure of my scene
graph: I have the planet's geometry under its Transform and
AnimationPathCallback nodes and I have the sphere under another Transform
with another AnimationPathCallback ... but I cannot follow your suggestion
to put the sphere under the planet's Transform because I need to keep them
separated (it would be difficult to explain the reason now :)

I've never used AnimationPath, so I don't understand exactly the other
solution to attach the AnimationPath to viewers Camera...

Anyway, not considering my specific problem, I think that in general the
problem may be formulated as follows:

if I have a not visible node (whose nodemask is set to 0) and an
AnimationPathCallback that manages its animation, is there a way to let the
animation start even though the node is not visible yet? In this case when
the node will come visible the animation will eventually be in synch with
other animations in the scene...

Thanks. Regards.
Alessandro

On 6/5/07, Robert Osfield <[EMAIL PROTECTED]> wrote:
> Hi Alessandro,
>
> For type of thinsg you are doing there are two main ways to animation
> things - to animate the camera path, or to animate the objects in the
> scene.
>
> I'm not familiar with 3DMax's export to the OSG so can't comment
> specifically on this, but I'd suspect its created an AnimationPath
> attached to a Transform which is above the planet, so the objects is
> moving  and the camera is stationary.  Then you have your transparent
> sphere, and I'd guess that this is not under the planets Transform
> node so isn't moved with it.
>
> To fix things you either need to put the sphere under the same
> Transform as the planet, or you need to attach the AnimationPath to
> viewers Camera.
>
> Robert.
>
> On 6/5/07, alessandro terenzi <[EMAIL PROTECTED]> wrote:
> > I'm experiencing the following problem:
> >
> > I exported a model from 3dsmax to OSG, the model consist of 2 objects:
> >
> > - a planet that is animated in order to follow a circular path
> > - a semi-transparent sphere linked to the planet (its purpose, in OSG,
> > should be to highlight the planet when the mouse move over the planet)
> >
> > So, in 3dsmax, I linked the sphere to the planet, because it should
follow
> > the animated planet. In my OSG application the planet is shown from the
very
> > beginnig of the application, and it starts following the path
immediatly. On
> > the other hand, I chose to hide the sphere (setting the corrensponding
> > nodemask to 0x00000000) until the mouse moves over the planet, but I see
> > that when that event occurs, the sphere is shown (I set nodemask to
> > 0xFFFFFFFF) but not in the same position of the planet (as I expected).
I
> > mean that the sphere follows the same path as the planet but it seems
that
> > the animation started just when I unhid the sphere, so it is late with
> > respect to the planet...
> >
> > How can I solve the problem? Is it related to the fact that I'm
> > hyding/unhyding using the nodemask?
> > Is there a way to let the animation start even though the corresponding
node
> > is not visible?
> >
> > Thanks!
> > Regards.
> >
> > Alessandro
> > _______________________________________________
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> >
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