Thanks Raymond
I pr the branch to master
Cheers
reedev wrote:
> Hi Julien, Robert,
>
> The fix in the osganimation branch is working with VS2015 too. Fyi, the
> original nathan.osg in git is also working ok. Nice :-)
>
> Cheers,
> Raymond
>
>
>
>
> On 11/6/2017 7:40 AM, Raymond de Vries
Hi Julien, Robert,
The fix in the osganimation branch is working with VS2015 too. Fyi, the
original nathan.osg in git is also working ok. Nice :-)
Cheers,
Raymond
On 11/6/2017 7:40 AM, Raymond de Vries wrote:
Hi Julien,
Thanks for sharing. I will look at it this week, hopefully others
Hi Julien,
Thanks for sharing. I will look at it this week, hopefully others can
jump in too.
Cheers,
Raymond
On 11/3/2017 8:08 PM, Julien Valentin wrote:
reedev wrote:
Hi Julien,
Could you let me/us know to which mail you attached your modified
nathan? I can't find it. Can you let
Hi Julien,
Could you let me/us know to which mail you attached your modified
nathan? I can't find it. Can you let me/us know or send it directly?
Cheers
Raymond
On 11/2/2017 7:30 PM, Julien Valentin wrote:
Hi
I'm a bit concerned about the nathan.osg compatibility with RigTransHW..
I
Hi Julien,
Just a quick one for now: I will check out your suggestion tomorrow asap.
Cheers
Raymond
> On Nov 2, 2017, at 19:30, Julien Valentin wrote:
>
> Hi
> I'm a bit concerned about the nathan.osg compatibility with RigTransHW..
> I attached in my last a
Hi
I'm a bit concerned about the nathan.osg compatibility with RigTransHW..
I attached in my last a modified version of nathan (without shared ss) that
should work (and so would replace the current one in osgdata).
I would be glad if Raymond (or other) could validate this model (ideally under
Hi Raymond & Julien,
On 2 November 2017 at 14:17, Raymond de Vries wrote:
> I have not seen any issues in our own use of the osgAnimation. We tested
> in a few different setups and all seems ok.
>
> The only thing is that the example did not work for me with Visual Studio
>
Hi Robert,
I have not seen any issues in our own use of the osgAnimation. We tested
in a few different setups and all seems ok.
The only thing is that the example did not work for me with Visual
Studio 2015, while it does work for Julien.
Cheers
Raymond
On 11/2/2017 2:55 PM, Robert
Hi Julian, Raymond et. al,
Are we ready to merge with master now? Anything left to wait for?
Robert.
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Hi Julien,
Take it easy, as far as I am concerned. I am not waiting for it in the
short time.
Cheers
Raymond
On 31-10-2017 17:21, Julien Valentin wrote:
I don't have modified enough the example myRigTranformHardware in
osganiamtionhardware example (i will make a pr for it)
waiting for it,
I don't have modified enough the example myRigTranformHardware in
osganiamtionhardware example (i will make a pr for it)
waiting for it, you can change new myRigTranformHardware with new
osgAniamtion::RigTranformHardware.
This example is an attempt of program sharing among rigs but it can't be
Hi Julien,
Hmm, the osg::clone in createCharacterInstance() does not work, crashes.
Unfortunately I don't have the tree up and running anymore at the moment
so I cannot create a stacktrace quickly. Software and hardware mode both
the same. I tried different clone modes but no luck.
I used
Okay
Concerning problems encountered with nathan and HWtrans
I think i remember the difference of behavior of the RigTransformHW:
1/In master nathan HW have the "luck" to work because SourceGeometries share
stateset.
In this case a stateset is process mulitple times by RigTransHW::init()
Hi Raymond
nathan.osg works just fine...
tell use more
reedev wrote:
> Hi Julien,
>
> To start with, can you point us which model we should use to try out the
> osganimationhardware example? nathan.osg does not load. Can you share a model
> that should work?
>
> Thanks, cheers,
> Raymond
>
Hi Julien,
To start with, can you point us which model we should use to try out the
osganimationhardware example? nathan.osg does not load. Can you share a
model that should work?
Thanks, cheers,
Raymond
On 30-10-2017 16:08, Raymond de Vries wrote:
Hi Robert,
On 10/30/2017 4:04 PM,
Hi Robert,
On 10/30/2017 4:04 PM, Robert Osfield wrote:
Hi Raymond,
On 30 October 2017 at 14:58, Raymond de Vries > wrote:
With these changes applied, did you get a chance to test how the
new rev of osgAnimation is working?
No,
Hi Raymond,
On 30 October 2017 at 14:58, Raymond de Vries wrote:
>
> With these changes applied, did you get a chance to test how the new rev
> of osgAnimation is working?
>
> No, sorry, no time for that although I plan to do so asap. I will give it
> priority though since, if
Hi Robert,
On 10/30/2017 3:53 PM, Robert Osfield wrote:
On 30 October 2017 at 13:05, Robert Osfield > wrote:
Hi Raymond,
On 30 October 2017 at 12:42, Raymond de Vries > wrote:
On 30 October 2017 at 13:05, Robert Osfield
wrote:
> Hi Raymond,
>
> On 30 October 2017 at 12:42, Raymond de Vries wrote:
>
>> Yes, indeed, please see the submissions mail ;-)
>>
>
> I haven't spotted a recent post from you. Could you resend it?
>
Hi Raymond,
On 30 October 2017 at 12:42, Raymond de Vries wrote:
> Yes, indeed, please see the submissions mail ;-)
>
I haven't spotted a recent post from you. Could you resend it?
Thanks,
Robert
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Hi Robert,
Yes, indeed, please see the submissions mail ;-)
Cheers
Raymond
On 10/30/2017 1:40 PM, Robert Osfield wrote:
Hi Raymond et. al,
On 27 October 2017 at 19:24, Raymond de Vries > wrote:
I will give it another try this weekend and
Hi Raymond et. al,
On 27 October 2017 at 19:24, Raymond de Vries wrote:
> I will give it another try this weekend and let you know how it goes. Hope
> it can be resolved quickly.
>
Were you able to test the osg_animation branch?
Robert.
Hi
I think indentation problems came with the qtcreator beautifier i use that is a
bit odd..In the past I used codeblocks format tool wish is great.
I'm going to reformat with codeblock to see if it's better..
robertosfield wrote:
> Hi Julien,
>
>
> I have begun my old build tests and have
Hi Robert,
I will give it another try this weekend and let you know how it goes. Hope it
can be resolved quickly.
Cheers,
Raymond
Sent from my iPad
> On Oct 27, 2017, at 18:33, Robert Osfield wrote:
>
> Hi Raymond,
>
>> On 27 October 2017 at 14:41, Raymond de
Hi Julien, Robert et al.
I'll be out next week, but my plan is to start testing as soon as I get to
my computer.
We have a wide variety of animation models to test, so I hope we can help
in this topic.
Sorry for not being able to add any feedback these days.
Cheers.
El 27 oct. 2017 6:33 p. m.,
Hi Raymond,
On 27 October 2017 at 14:41, Raymond de Vries wrote:
> FWIW, I tried to build the osganimation branch last week or so with Visual
> Studio 2015 and it did not build. I did not have time to look into the
> issues but plan to do so asap.
>
Do you recall what the
Hi Julien,
On 27 October 2017 at 14:57, Robert Osfield
wrote:
> There is a conflict on this change that github is reporting:
>
>https://github.com/openscenegraph/OpenSceneGraph/pull/374
>
I have done another review of the changes and in particular the conflict,
Hi Julien,
I have begun my old build tests and have merged master into osganimation
branch and checked this in, and then fixed the build problems when
compiling with OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION set to OFF.
These changes are all checked into the osganimation branch.
I have begun
Hi,
FWIW, I tried to build the osganimation branch last week or so with
Visual Studio 2015 and it did not build. I did not have time to look
into the issues but plan to do so asap.
Fyi, I will test with fbx models that I have used successfully with
previous versions of the OSG.
Cheers,
Hi Robert
I just did a commit of my experimental useless bone removal method.
So long so far I didn't have any issue with my Blender test models (which
represent a "outnumbered sample" of 2 models...one with ik the other with
morphtarget)
However, I didn't have any feedback from the community or
Hi Julien,
What is the status of the osganimation branch? How close do you feel we
are to merging it with master?
I haven't done recent testing on osganimation so don't have any personal
observations to chip in, but plan to start looking it with a view to
merging with master.
I will also tag a
Hi,
I post my request here because osgAnimation related.
There is some examples/possibility to blend two animations? So, make the
transition from an animation to another in a smooth way?
Thank you!
Cheers,
Dario
--
Read this topic online here:
Hi Raymond
It's not a revolution:)
There's no changes in API so all is expect to run as usual.
so fbx models should work...
And no it's not directly related to MDI: I decided to rewrite it because of a
bug I encountered during the dev of a rigeometry simplification tool..
Cheers
reedev wrote:
>
Hi Julien,
This sounds promising and I will try it out. For my/our understanding: should
we be able to use our models from for instance fbx files as-is?
Is there a relation, or will there be, with your MDI work?
Cheers,
Raymond
Verstuurd vanaf mijn iPad
> Op 5 sep. 2017 om 20:57 heeft
Up for the ML:
Hi,
A new development branch on refactoring of osgAnimation has been open.
https://github.com/openscenegraph/OpenSceneGraph/tree/osganimation
.
Main features
-Rewriting of animation datapreparation and RigTransforms (have observed few
perf enhancement for both loading and software
Hi. It would be nice to know WHAT changed and WHY.
Otherwise the news is kinda funny. Something has been changed and
everyone is welcome to test it. Sounds like a github project just went
live! But so did thousands of others.
On 3 September 2017 at 01:36, Julien Valentin
mp3butcher wrote:
> Hi,
> A new development branch on refactoring of osgAnimation has been open.
> https://github.com/openscenegraph/OpenSceneGraph/tree/osganimation
> It provides also some new features and bug fixes.
> I invite you all to test, review and critic new design and features.
> Feel
Hi,
A new development branch on refactoring of osgAnimation has been open.
https://github.com/openscenegraph/OpenSceneGraph/tree/osganimation
It provides also some new features and bug fixes.
I invite you all to test, review and critic new design and features.
Feel free to give your feedback
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