Re: [osg-users] [osgPlugins] PositionAttitudeTransforms ignored when exporting

2013-08-07 Thread Joseph Sahexmeier
Thanks for the answer Robert.

That was pretty much my guess, in fact I am customizating my scene graph when 
it has to be exported (replacing LOD, etc.). I just thought 
PositionAttitudeTransform was of too common use to be left out.

In order to minimize the impact on my codebase, I'll try to replace osg::PAT 
with osg::MatrixTransform through a nodeVisitor, see if that works.

Thanks a lot.

Regards,
Joseph

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[osg-users] [osgPlugins] PositionAttitudeTransforms ignored when exporting

2013-08-07 Thread Joseph Sahexmeier
Hi,

I just compiled OSG 3.2.0 with fbx plugin support.

When exporting my scene in FBX or 3DS formats, some objects are not correctly 
placed. This does not happen when exporting to .osg or .ive.

Looking further on it, I realized that those objects not located properly were 
children of PositionAttitudeTransfroms.

Replacing PositinoAttitudeTransforms for MatrixTransforms results in correct 
FBX and 3DS models.

I had never tried this before since I have always used native formats, so I'm 
sorry if this is a known issue that I missed before.

Thank you!

Cheers,
Joseph

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[osg-users] Animation control with AnimationPathCallback

2013-03-25 Thread Joseph Sahexmeier
Hi,

I have loaded a model with animation frames on it. I have traversed the model’s 
graph and gotten the AnimationPathCallbacks.

So far, I have been able to pause and speed up/down the animation of the object.

But, the models first frame is a special position that should only be shown 
under special circumstances. 

How could I “force” to reestart the animation loop always on the second “frame”?
Is it possible to set a specific “time” in the animation frame sequence at any 
moment? 

I have been playing around with  setTimeOffset without success so far. 
I am kind of stuck here right now… anyone has worked with animation control at 
this level?

Thank you!

Cheers,
Joseph

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