Re: [osg-users] Animating articulated osg models

2013-01-24 Thread Mike Metcalf
(I had attempted to send this response via the mailing list but it appears I've done something incorrectly. I'll post it here, but because I am moderated, you quite likely won't see my thanks for quite a while.) Aurelien, Thank you for your feedback. I have a better understanding of why my

Re: [osg-users] Animating articulated osg models

2013-01-03 Thread Martin Scheffler
Hi Mike, to allow articulated parts on instanced models you can use bone deformation instead of DOF transforms. This changes the way the tanks have to be modelled, but it allows you to render all tanks in one draw call. You can use osgAnimation or osgCal to do the bone deformation. Cheers,

Re: [osg-users] Animating articulated osg models

2013-01-03 Thread Paweł Księżopolski
Hi Mike, As Aurelien said, you are sharing the same nodes between instances, so when you update one turret rotation - you update all of them ( for the same type of tank ). You need to make a copy of the osg file, but this copy should share statesets, textures and geometries ( only osg nodes

[osg-users] Animating articulated osg models

2013-01-02 Thread Mike Metcalf
(NOTE: I posted this question directly to the forum some time ago, but my messages sit under moderation for too long to be useful. I decided to attempt to post via the mailing list) We are developing an osg-based application which requires the use of various vehicle models, which we have

Re: [osg-users] Animating articulated osg models

2013-01-02 Thread Aurelien Albert
Hi, In general, am I correct in expecting setUpdateCallback to behave this way? = yes In the situation you describe, the osg model is shared against multiple parent, event if there is a specific matrix transform : Common parent | |- Matrix_1 - Osg_Model | |- Matrix_2 - Osg_Model | |-