[osg-users] ReplicantBody: body velocity problems

2007-07-31 Thread Renato Silveira
Hi all!

Sorry again for use this list for ReplicantBody questions...

I integrated ReplicantBody with my path planner algorithm but I still have a
question.

In class KeyboardEventHandler, when load walk animation, the speed wich
the body will walk is defined by action-setPropertyFloat( speed, vel );. If
I change the vel value, nothing happens. The only way that I could change
the velocity was getting the animation and chance the velocity:

 rbody::Animation* animationWalk = ((rbody::Animation*)
m_body_vector[m_curr_body]-getBody()-getCoreBody()-getAnimation(run));
animationWalk-setSpeed(0.3f);

It works only if I stop the walk or run animation, set the new velocity,
and load walk or run animation again. So, it is not a solution. :-)

I need to change the body velocity all the time, without stop the animation.
What should I do? Or, what is the better way to do it?

Any thoughts would be greatly appreciated.

Thank you in advance.
Renato
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Re: [osg-users] ReplicantBody: body velocity problems

2007-08-01 Thread Renato Silveira
Thank you!!
Now everything works! :-)

I'm not using the latest svn version, but soon I will change to it, and face
the same problems
=).

Thank you!

Renato



2007/8/1, Daniel Sjolie [EMAIL PROTECTED]:

 Sorry, I was unclear... xAnimationSpeed is not a valid keyword so it
 is the same as commenting it out... Remove the initial x...

 If you're using the latest svn version you probably have additional
 problems... I tried to convert it to osgViewer (from osgProducer)
 before my vacation but it seems I was not entirely successfull... I've
 looked closer at the problems now and for the time being you have to
 run it in single threaded mode with osgViewer... Otherwise you get
 trouble with bodies thinging they are out of FOV when they are not...
 Also, the handling of modkeys seems to be broken/missing in
 osgViewer...

 /Daniel

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[osg-users] osgCal + osgViewer::CompositeViewer

2007-09-10 Thread Renato Silveira
I'm trying to use osgCal with osg::CompositeViewer. I did exactly what was
showed in the osgCompositeViewer example. When I use osg::Viewer all works
OK!  With osg::CompositeViewer, everything loads OK, but the characters
animations stops.
Is there anybody with the same probem?

Ah! I also got this same behaviour in some pcs, when I run the osgCalViewer
example using:

osgUtil::Optimizer optimzer;
optimzer.optimize(...);

Maybe I'm doing wrong...

Thank you.
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Re: [osg-users] osgCal + osgViewer::CompositeViewer

2007-09-11 Thread Renato Silveira
I'm using 2.0.
I will update now.

Thank you!



2007/9/11, Robert Osfield [EMAIL PROTECTED]:

 Hi Renato,

 Are you using 2.0?  If so update to one of the 2.1.x series or SVN
 version as this fixes a problem with frame stamps that CompositeViewer
 had in 2.0.

 Robert.

 On 9/11/07, Renato Silveira [EMAIL PROTECTED] wrote:
  I'm trying to use osgCal with osg::CompositeViewer. I did exactly what
 was
  showed in the osgCompositeViewer example. When I use osg::Viewer all
 works
  OK!  With osg::CompositeViewer, everything loads OK, but the characters
  animations stops.
  Is there anybody with the same probem?
 
  Ah! I also got this same behaviour in some pcs, when I run the
 osgCalViewer
  example using:
 
  osgUtil::Optimizer optimzer;
  optimzer.optimize(...);
 
  Maybe I'm doing wrong...
 
  Thank you.
 
 
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[osg-users] Controlling animations in FBX models

2011-02-02 Thread Renato Silveira
Hi,


In my application I’m using osg with FBX plug-in.


The FBX model that I’m using has a unique sequence of animations, called
“Take 001”. The sequence includes a walk, stand, and run animations.

Is there a way to specify that from frame 0 to 100 I have the walk
animation, from frame 1001 to 3000 I have the stand animation, and so on?


I’m using the AnimationTimelineHandler, as in the example, but I could not
figure out how to do it. I play the entire sequence of animations, but I
cannot separate them.


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Informatics Institute - UFRGS
Porto Alegre - RS - Brazil
http://www.inf.ufrgs.br/~rsilveira
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Re: [osg-users] Controlling animations in FBX models

2011-02-03 Thread Renato Silveira
Thank you! You really help me.

I thought it was not possible. How can you save your FBX file with multiple
animations? I'm using 3DS Max 2010 and I do not see a way to save multiple
animations. I'm not familiar with modeling ...

How can I split the animations?

Thank you!

Renato



On Thu, Feb 3, 2011 at 7:42 AM, Mr Alji mr.m.a...@gmail.com wrote:

 Hi Silveira,

 I had almost the same problem, rather than specifying the frames to be
 played, I choosed to use FBX Model with multiple animations, the animation
 Manager took care of the rest.

 I hope I helped a little bit
 *--*
 *Mohamed ALJI*
 Élève ingénieur en Informatique troisième année à l'ENSEIRB-MATMECA
 (Institut Polytechnique de Bordeaux - IPB)
 Webmaster bénévole de l'association L'eau du désert:
 www.l-eau-du-desert.com
 mr.m.a...@gmail.com



 2011/2/3 Renato Silveira silveira@gmail.com

  Hi,


 In my application I’m using osg with FBX plug-in.


 The FBX model that I’m using has a unique sequence of animations, called
 “Take 001”. The sequence includes a walk, stand, and run animations.

 Is there a way to specify that from frame 0 to 100 I have the walk
 animation, from frame 1001 to 3000 I have the stand animation, and so on?


 I’m using the AnimationTimelineHandler, as in the example, but I could not
 figure out how to do it. I play the entire sequence of animations, but I
 cannot separate them.


 --
 Renato Silveira (Ph. D. Student)

 Informatics Institute - UFRGS
 Porto Alegre - RS - Brazil
 http://www.inf.ufrgs.br/~rsilveira http://www.inf.ufrgs.br/%7Ersilveira

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Re: [osg-users] Controlling animations in FBX models

2011-02-04 Thread Renato Silveira
Hi Thomas and Alji

I will try the MotionBuilder. When you write the node visitor, and if you
can share it, I'll be very grateful!

Thank you!

Renato


On Fri, Feb 4, 2011 at 12:50 PM, Mr Alji mr.m.a...@gmail.com wrote:

 Hi Renato  Thomas,

 I came to the same conclusion :* multiple animations on the same fbx file
 can only be done with MotionBuilder*, until i found this 
 PlayerMarine.FBXhttp://code.google.com/p/pfxna/source/browse/trunk/Testes/Engine/XNAnimation/XNAnimationSample/Content/Models/PlayerMarine.fbx?spec=svn454r=454%20
 with multiple animations : Run, Walk , Shoot ... and at the beginning of the
 file there is this line:

 Creator: FBX SDK/FBX Plugins build 20061101

 It seems a little bit contradictory

 Cheers


 *--*
 *Mohamed ALJI*
 Élève ingénieur en Informatique troisième année à l'ENSEIRB-MATMECA
 (Institut Polytechnique de Bordeaux - IPB)
 Webmaster bénévole de l'association L'eau du désert:
 www.l-eau-du-desert.com
 mr.m.a...@gmail.com



 2011/2/4 Thomas Hogarth thomas.hoga...@gmail.com

  Hi Renato


 I thought it was not possible. How can you save your FBX file with
 multiple
 animations? I'm using 3DS Max 2010 and I do not see a way to save
 multiple
 animations. I'm not familiar with modeling ...


 I need to do something similar at the moment. I know MotionBuilde can
 export fbx with multiple takes, but 3ds max can not. I plan to write a node
 visitor that will find and split any osg animations into multiple takes.
 Perhaps using a config file. Shouldn't take long, I'll send you a copy when
 I'm done. If you export your fbx from osg as a .osg file you can see how the
 data is stored and looks petty straight forward to split it.

 Alternatively you can use MotionBuilder and I know the FBX plugin is
 capable of loading the multiple takes.

 Cheers
 Tom

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Re: [osg-users] Controlling animations in FBX models

2011-02-13 Thread Renato Silveira
Thank you very mutch!
I will check it.

Renato

On Sun, Feb 13, 2011 at 7:06 PM, Thomas Hogarth thomas.hoga...@gmail.comwrote:

 Attached is the cpp and an example config file. I think it's pretty
 straight forward.

 Looks like the forum blocked my xml config so here is a copy in the post
 below

 ?xml version=1.0 encoding=ISO-8859-15?
 OsgAnimationTools sourceFile='./Data/Models/Terrorist/terrorist.FBX'
 destinationFile='./splitExport.osgb' fps='30'
  AnimationSplit sourceAnimation='Take 001'
 NewAnimation name='staying' startFrame='0' endFrame='49'/
  NewAnimation name='fire_standing' startFrame='50' endFrame='89'/
 NewAnimation name='running' startFrame='90' endFrame='111'/
  NewAnimation name='walking' startFrame='112' endFrame='147'/
 NewAnimation name='grenade_throw' startFrame='148' endFrame='187'/
  NewAnimation name='hide_behind_wall' startFrame='188' endFrame='213'/
 NewAnimation name='from_standing_to_squat' startFrame='214'
 endFrame='241'/
  NewAnimation name='fire_sguating' startFrame='242' endFrame='291'/
 NewAnimation name='from_sguating_to_stand' startFrame='292'
 endFrame='313'/
  NewAnimation name='jump_down' startFrame='314' endFrame='359'/
 NewAnimation name='fire_lying' startFrame='360' endFrame='379'/
  NewAnimation name='stand_up' startFrame='380' endFrame='425'/
 NewAnimation name='dying_on_belt' startFrame='426' endFrame='532'/
  NewAnimation name='dying_on_spin' startFrame='533' endFrame='568'/
 NewAnimation name='jump' startFrame='569' endFrame='614'/
  /AnimationSplit
 /OsgAnimationTools




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Informatics Institute - UFRGS
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http://www.inf.ufrgs.br/~rsilveira
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[osg-users] osgAnimation::Action.cpp - Bug?

2011-02-15 Thread Renato Silveira
I compile the osg library with the svn last version and I got a dynamic
error after load my FBX file. Integer division by zero.
I debugged and found that the error was in the first line of the function:

bool osgAnimation::Action::evaluateFrame(unsigned int frame, unsigned int
resultframe, unsigned int nbloop )
{
*nbloop = frame / getNumFrames();*
resultframe = frame;

Perhaps my FBX model lacks some information. Just to test, I write the
following condition after that line:

_numberFrame = (getNumFrames() == 0)? 25 : getNumFrames();
nbloop = frame / getNumFrames();

and everything works. I don't know if it is a bug or a problem with my
model, but it fixed the problem.

Any suggestions for a more appropriate fix?

Renato



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Informatics Institute - UFRGS
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Re: [osg-users] Controlling animations in FBX models

2011-02-15 Thread Renato Silveira
Hi Thomas,

I tested your code and I got an error:
OsgAnimationTools AnimationSplit XML Config ERROR: AnimationSplit nodes
must contain a 'splitCount' property.

The function that reads my FPS returns 0, even when I set to 30 in the xml
file.
Also, the function ReadAniSplitFromConfigNode() has a variable splitCount
that is never used.
If you can help me, I will be thankful.

Renato



On Mon, Feb 14, 2011 at 12:22 AM, Renato Silveira silveira@gmail.comwrote:

 Thank you very mutch!
 I will check it.

 Renato


 On Sun, Feb 13, 2011 at 7:06 PM, Thomas Hogarth 
 thomas.hoga...@gmail.comwrote:

 Attached is the cpp and an example config file. I think it's pretty
 straight forward.

 Looks like the forum blocked my xml config so here is a copy in the post
 below

 ?xml version=1.0 encoding=ISO-8859-15?
 OsgAnimationTools sourceFile='./Data/Models/Terrorist/terrorist.FBX'
 destinationFile='./splitExport.osgb' fps='30'
  AnimationSplit sourceAnimation='Take 001'
 NewAnimation name='staying' startFrame='0' endFrame='49'/
  NewAnimation name='fire_standing' startFrame='50' endFrame='89'/
 NewAnimation name='running' startFrame='90' endFrame='111'/
  NewAnimation name='walking' startFrame='112' endFrame='147'/
 NewAnimation name='grenade_throw' startFrame='148' endFrame='187'/
  NewAnimation name='hide_behind_wall' startFrame='188' endFrame='213'/
 NewAnimation name='from_standing_to_squat' startFrame='214'
 endFrame='241'/
  NewAnimation name='fire_sguating' startFrame='242' endFrame='291'/
 NewAnimation name='from_sguating_to_stand' startFrame='292'
 endFrame='313'/
  NewAnimation name='jump_down' startFrame='314' endFrame='359'/
 NewAnimation name='fire_lying' startFrame='360' endFrame='379'/
  NewAnimation name='stand_up' startFrame='380' endFrame='425'/
 NewAnimation name='dying_on_belt' startFrame='426' endFrame='532'/
  NewAnimation name='dying_on_spin' startFrame='533' endFrame='568'/
 NewAnimation name='jump' startFrame='569' endFrame='614'/
  /AnimationSplit
 /OsgAnimationTools




 --
 Renato Silveira (Ph. D. Student)

 Informatics Institute - UFRGS
 Porto Alegre - RS - Brazil
 http://www.inf.ufrgs.br/~rsilveira




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Re: [osg-users] Fwd: Controlling animations in FBX models

2011-02-15 Thread Renato Silveira
Nice! Now everything works! The animations were correctly splitted.

I got 2 messages:

OutputStream::writeObject(): Unsupported wrapper class
osg::ComputeBoundingBoxCallback
OutputStream::writeObject(): Unsupported wrapper class osg::UpdateCallback

But the final file was created, and apparently, it is correct.

Thank you! It will help me a lot!
=)


Renato


On Wed, Feb 16, 2011 at 3:39 AM, Thomas Hogarth thomas.hoga...@gmail.comwrote:

 Hi Renato

 My bad, the message is very miss leading and the errors you've
 received shouldn't have caused any problems.

 -The split count issue is from a bad copy and paste. So the splitCount
 variable shouldn't be there either.
 -The fps not being read is my bad again. I was heading for a more complex
 solution with an fps for each split but decided to make it global but forgot
 to move the reading code, and had in fact just been depending on the
 default, which was 30.

 Attached is a revised cpp, give that a try and let me know the results. If
 you get a crash and no decent error I'd be happy to take a look at the file
 my end.

 Tom

 On 16 February 2011 04:48, Renato Silveira silveira@gmail.com wrote:

 Hi Thomas,

 I tested your code and I got an error:
 OsgAnimationTools AnimationSplit XML Config ERROR: AnimationSplit nodes
 must contain a 'splitCount' property.

 The function that reads my FPS returns 0, even when I set to 30 in the xml
 file.
 Also, the function ReadAniSplitFromConfigNode() has a variable
 splitCount that is never used.
 If you can help me, I will be thankful.

 Renato




 On Mon, Feb 14, 2011 at 12:22 AM, Renato Silveira silveira@gmail.com
  wrote:

 Thank you very mutch!
 I will check it.

 Renato


 On Sun, Feb 13, 2011 at 7:06 PM, Thomas Hogarth 
 thomas.hoga...@gmail.com wrote:

 Attached is the cpp and an example config file. I think it's pretty
 straight forward.

 Looks like the forum blocked my xml config so here is a copy in the post
 below

 ?xml version=1.0 encoding=ISO-8859-15?
 OsgAnimationTools sourceFile='./Data/Models/Terrorist/terrorist.FBX'
 destinationFile='./splitExport.osgb' fps='30'
  AnimationSplit sourceAnimation='Take 001'
 NewAnimation name='staying' startFrame='0' endFrame='49'/
  NewAnimation name='fire_standing' startFrame='50' endFrame='89'/
 NewAnimation name='running' startFrame='90' endFrame='111'/
  NewAnimation name='walking' startFrame='112' endFrame='147'/
 NewAnimation name='grenade_throw' startFrame='148' endFrame='187'/
  NewAnimation name='hide_behind_wall' startFrame='188'
 endFrame='213'/
 NewAnimation name='from_standing_to_squat' startFrame='214'
 endFrame='241'/
  NewAnimation name='fire_sguating' startFrame='242' endFrame='291'/
 NewAnimation name='from_sguating_to_stand' startFrame='292'
 endFrame='313'/
  NewAnimation name='jump_down' startFrame='314' endFrame='359'/
 NewAnimation name='fire_lying' startFrame='360' endFrame='379'/
  NewAnimation name='stand_up' startFrame='380' endFrame='425'/
 NewAnimation name='dying_on_belt' startFrame='426' endFrame='532'/
  NewAnimation name='dying_on_spin' startFrame='533' endFrame='568'/
 NewAnimation name='jump' startFrame='569' endFrame='614'/
  /AnimationSplit
 /OsgAnimationTools




 --
 Renato Silveira (Ph. D. Student)

 Informatics Institute - UFRGS
 Porto Alegre - RS - Brazil
 http://www.inf.ufrgs.br/~rsilveira




 --
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 Porto Alegre - RS - Brazil
 http://www.inf.ufrgs.br/~rsilveira




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Re: [osg-users] [osgPlugins] Michael Platings

2011-02-18 Thread Renato Silveira
Just to remember, if you want to compile the osg fbx plugin, you must
install the FBX sdk and set the correct path in the cmake file
(FBX_INCLUDE_DIR, FBX_LIBRARY, FBX_LIBRARY_DEBUG).

You can find the SDK at:
http://usa.autodesk.com/adsk/servlet/index?siteID=123112id=7478532


Renato

On Fri, Feb 18, 2011 at 4:32 PM, Josue Hernandez osgfo...@tevs.eu wrote:

 in the part that says name / values, I get the following:
 cmake_backwards_compatibility = 2.4
 cmake_install_prefix = c / programeFiles / OpenSceneGraph
 executable_output_path = void
 library_output_path = void

 --
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 http://forum.openscenegraph.org/viewtopic.php?p=36831#36831





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Re: [osg-users] [osgPlugins] Michael Platings

2011-02-18 Thread Renato Silveira
No, these variables already exist in the cmake file. To compile the osg fbx
plugin, you need to set them up correctly.

On Fri, Feb 18, 2011 at 4:59 PM, Josue Hernandez osgfo...@tevs.eu wrote:

 i'm not sure understandyour, did you said that i need create a user
 variables?

 --
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 http://forum.openscenegraph.org/viewtopic.php?p=36835#36835





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[osg-users] Problem with shadows after use sketchupToOSG

2011-09-28 Thread Renato Silveira
Hi,
I exported a model with sketchupToOSG and loaded it in an osg application.
When I enable shadows (the default osgShadows techniques) the textures of
the loaded models becomes wrong. If I disable shadows, everything works.
Anybody ever had this problem?

That's what I got:
http://imageshack.us/photo/my-images/849/shadowafterexport.png/

That's what it should be:
http://imageshack.us/photo/my-images/59/shouldbed.png/



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*
 Ph. D. Student
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 http://www.inf.ufrgs.br/~rsilveira
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Re: [osg-users] Problem with shadows after use sketchupToOSG

2011-09-29 Thread Renato Silveira
I edited the model file and now everything works! Thanks!

Renato

On Thu, Sep 29, 2011 at 3:35 AM, David Callu led...@gmail.com wrote:

 Hi Renato,

 By default, many shadow technique use the Texture Unit 1.
 And as I can see, your model use this one too.

 You can check your model or change the texture unit use by the shadow.
 If I'm right, this will fix the probleme

 HTH
 David Callu

 2011/9/28 Renato Silveira silveira@gmail.com

 Hi,
 I exported a model with sketchupToOSG and loaded it in an osg application.
 When I enable shadows (the default osgShadows techniques) the textures of
 the loaded models becomes wrong. If I disable shadows, everything works.
 Anybody ever had this problem?

 That's what I got:
 http://imageshack.us/photo/my-images/849/shadowafterexport.png/

 That's what it should be:
 http://imageshack.us/photo/my-images/59/shouldbed.png/



 --
 *Renato Silveira
 *
  Ph. D. Student
  Informatics Institute - UFRGS
  Porto Alegre - RS - Brazil
  http://www.inf.ufrgs.br/~rsilveira


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Re: [osg-users] Simuating realistic large crowds with RVO2 C++ library

2012-03-11 Thread Renato Silveira
Great! I'm excited! =)

On Fri, Mar 9, 2012 at 3:40 PM, Christian Buchner 
christian.buch...@gmail.com wrote:

 Hello,

 I am currently working on a demo that shows the use of the RVO2 C++
 library with OpenSceneGraph. Check out these videos to get an idea of
 what RVO2 is capable of:
 http://www.youtube.com/playlist?list=PLD56A0C7765234DCDfeature=plcp

 This amazing library can be used for simulating large crowd of agents.
 It implements an algorithm called optimal reciprocal collision
 avoidance. My demo will be using an efficient billboarded renderer
 for animated persons with approximation of camera perspective (this
 can display thousands of people and is loosely based on the billboard
 shaders found in the osgforest sample).

 When done, I will be submitting the demo to osg-submissions. However
 the textures required for the animated walking persons would be a few
 hundred kilobytes in size. Unfortunately there are dependencies on
 OpenMP (for which a CMake Module exists) and on the RVO2 library
 however (for which I crafted my own CMake module that hasn't been
 tested much so far).

 Christian
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-- 
*Renato Silveira
*
 Ph. D. Student
 Informatics Institute - UFRGS
 Porto Alegre - RS - Brazil
 http://www.inf.ufrgs.br/~rsilveira
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