Re: [osg-users] Character animation in OSG

2010-07-12 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 On 07/12/2010 05:30 PM, Michele Olsen wrote: > Hello, > > I've been working in osgCal and cal3d for a few weeks now and one > thing I would like to see in osgAnimation is the capability to > control a bone during a cycle animation. Specifically, I wan

Re: [osg-users] Character animation in OSG

2010-07-12 Thread Cedric Pinson
Hi Michele, In osgAnimation a Bone inherit from MatrixTransform so a way to do it run a visitor that will check the matrix of your Bone. Another way could be to add a Custom callback to your bone that will do something on your Bone. I have not tried yet but I guess both way should work. Cheers, Ce

Re: [osg-users] Character animation in OSG

2010-07-12 Thread Michele Olsen
Hello, I've been working in osgCal and cal3d for a few weeks now and one thing I would like to see in osgAnimation is the capability to control a bone during a cycle animation. Specifically, I want to be able to control where a head is looking while an idle animation is playing. I don't think t

Re: [osg-users] Character animation

2009-06-02 Thread Erick Diaz
Hi, Thank you everyone! I am reviewing the information to get the most of it, the cal3d solution is interesting, although i had fell the workflow in some way convoluted... I will post my advances and any troubles for reference for new people... and again thanks for taking the time.. If any o

Re: [osg-users] Character animation

2009-06-02 Thread Pierre BOURDIN
Hi all, for 3DS Max, I would suggest using cal3D which works fine. https://gna.org/projects/cal3d If you want something more complete, you should have a look at Delta3D: Exporting and using Cal3d exporter (old tutorial but should still be ok) http://www.delta3d.org/article.php?story=200507121518

Re: [osg-users] Character animation

2009-06-02 Thread Cedric Pinson
Hi Rabbi and all, the osgAnimation nodekit is able to read and write in a .osg file, so i would suggest to look about osg exporter for maya or 3dsmax. I know that someone is working to add osgAnimation support for the osg 3dsmax exporter but, if dont know about maya. A quick search in the forum g

Re: [osg-users] Character animation

2009-06-02 Thread Jason Daly
Rabbi Robinson wrote: OSG support openflight, which can be used to import animation. However, the default openflight exporter in maya dosen't support animation. There is a commercial one that looks promising. Google it and give it a try. I wouldn't say OpenFlight is a good candidate for ch

Re: [osg-users] Character animation

2009-06-02 Thread Rabbi Robinson
Hi, We are doing animation export from maya 2008. So a guy in our group get the basic keyframe animation working. We still need to get the whole skeleton and skin animation going as soon as possible. I post what we find out here. It looks like there is already skeleton/skin animation in osg, a

Re: [osg-users] Character animation in OSG

2008-11-07 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Alberto Luaces wrote: > El Jueves 06 Noviembre 2008ES 17:48:24 Jan Ciger escribió: > Well, I was referring to dedicated bones, not the principal ones from the > skeleton. Think of an arm whose biceps changes its shape when bending: you > might put a

Re: [osg-users] Character animation in OSG

2008-11-06 Thread Alberto Luaces
El Jueves 06 Noviembre 2008ES 17:48:24 Jan Ciger escribió: > Alberto Luaces wrote: > > I think scaling bones is an important feature at least meanwhile a > > morphing system is not available (face gestures, breathing movements, > > etc) > > If you need that then you are better off implementing morp

Re: [osg-users] Character animation in OSG

2008-11-06 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Alberto Luaces wrote: > I think scaling bones is an important feature at least meanwhile a morphing > system is not available (face gestures, breathing movements, etc) > If you need that then you are better off implementing morphing and not deformi

Re: [osg-users] Character animation in OSG

2008-11-06 Thread Alberto Luaces
El Jueves 06 Noviembre 2008ES 11:30:49 Jan Ciger escribió: > Also, I have noticed that you have included scale keys. If you want only > rigid bones (the most common case, one rarely models something like the > "Gummi bears"), then you can drop both scale and translation. The > quaternions/rotation

Re: [osg-users] Character animation in OSG

2008-11-06 Thread Cedric Pinson
Hi Jan, Jan Ciger wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi Cedric, Cedric Pinson wrote: You are right, but it's not the job of osgAnimation to make this assumption, osgAnimation interpolate bewteen keyframes. The optimization of key is the responsiblity of the exporter inste

Re: [osg-users] Character animation in OSG

2008-11-06 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi Cedric, Cedric Pinson wrote: >> You are right, but it's not the job of osgAnimation to make this >> assumption, osgAnimation >> interpolate bewteen keyframes. The optimization of key is the >> responsiblity of the exporter >> instead. In the osg ex

Re: [osg-users] Character animation in OSG

2008-11-05 Thread Cedric Pinson
Hi Jan, Thank you taking time to read code and test it. I will try to answer to your remarks. Jan Ciger wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi Robert (and all), Robert Osfield wrote: Your experience on CAL/OSG integration would be useful a guide for the osgAnimation de

Re: [osg-users] Character animation in OSG

2008-11-05 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi Robert (and all), Robert Osfield wrote: > Your experience on CAL/OSG integration would be useful a guide for the > osgAnimation development. My hope is that osgAnimation would be able > to replace osgCal usage, but without any experience with osgC

Re: [osg-users] Character animation in OSG

2008-11-05 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Laurent Di Cesare wrote: >> Actually I think it's more of a cal3d issue than an osgcal issue. Well, the loading is done via osgCal, so if the underlying library barfs on the data, it should report the error better. Jan -BEGIN PGP SIGNATURE-

Re: [osg-users] Character animation in OSG

2008-11-05 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Robert Osfield wrote: > On Wed, Nov 5, 2008 at 3:14 PM, Jan Ciger <[EMAIL PROTECTED]> wrote: >> -BEGIN PGP SIGNED MESSAGE- >> What is the license for the code (cannot use GPL, LGPL is OK) and where >> to get it? I would give it shot. > > Cedri

Re: [osg-users] Character animation in OSG

2008-11-05 Thread Brian R Hill
cal3d and the work people put into their development - I use them all the time with great success - Thanks! Brian [EMAIL PROTECTED] wrote: - To: OpenSceneGraph Users From: Jan Ciger <[EMAIL PROTECTED]> Sent by: [EMAIL PROTECTED] Date: 11/05/2008 10:22AM Subject: Re: [osg-users] Charac

Re: [osg-users] Character animation in OSG

2008-11-05 Thread Laurent Di Cesare
Jan Ciger wrote : -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Laurent Di Cesare wrote: - Verbose/understandable error reporting when a model doesn't load so you can know what part of the model (sekeleton, material, ...) fails I think this can be fixed - did you report the issues to

Re: [osg-users] Character animation in OSG

2008-11-05 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi Brian, Brian R Hill wrote: > Cedric, > > Thanks for you contributions! > > The biggest issue I have with osgCal is that you have to load models > differently, you can't use osgDB::readNodeFiles and you can't clone > existing models. It complicate

Re: [osg-users] Character animation in OSG

2008-11-05 Thread Robert Osfield
On Wed, Nov 5, 2008 at 3:14 PM, Jan Ciger <[EMAIL PROTECTED]> wrote: > -BEGIN PGP SIGNED MESSAGE- > What is the license for the code (cannot use GPL, LGPL is OK) and where > to get it? I would give it shot. Cedric's has changed the licensing of osgAnimation so that it's OSGPL, compatible w

Re: [osg-users] Character animation in OSG

2008-11-05 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Laurent Di Cesare wrote: > - Verbose/understandable error reporting when a model doesn't load so > you can know what part of the model (sekeleton, material, ...) fails I think this can be fixed - did you report the issues to Vladimir or Ruben who are

Re: [osg-users] Character animation in OSG

2008-11-05 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi Cedric, Cedric Pinson wrote: > Hi, > Yes it would be great to have feedback. After writing osgCal (the gpl > version) i decided to re design everything to make something new now > called osgAnimation. I would like very much to have report from osgC

Re: [osg-users] Character animation in OSG

2008-11-05 Thread Brian R Hill
21AM Subject: Re: [osg-users] Character animation in OSG Hi, Yes it would be great to have feedback. After writing osgCal (the gpl version) i decided to re design everything to make something new now called osgAnimation. I would like very much to have report from osgCal community and replicant body.

Re: [osg-users] Character animation in OSG

2008-11-05 Thread Laurent Di Cesare
Cedric Pinson a écrit : Hi, Yes it would be great to have feedback. After writing osgCal (the gpl version) i decided to re design everything to make something new now called osgAnimation. I would like very much to have report from osgCal community and replicant body. My main issue with osgCa

Re: [osg-users] Character animation in OSG

2008-11-05 Thread Cedric Pinson
Hi, Yes it would be great to have feedback. After writing osgCal (the gpl version) i decided to re design everything to make something new now called osgAnimation. I would like very much to have report from osgCal community and replicant body. osgAnimation is young and need lot of work. Don't

Re: [osg-users] Character animation in OSG

2008-11-05 Thread Robert Osfield
Hi Jan, On Wed, Nov 5, 2008 at 7:05 AM, Jan Ciger <[EMAIL PROTECTED]> wrote: >> From what I understand, in addition to OSG/Cal, OSG has some animation >> features built in. Which animation libraries or extensions are ideal >> for handling .3ds models with skeletal animation? >> > > You can use os

Re: [osg-users] Character animation in OSG

2008-11-04 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Dusten Sobotta wrote: > Hello, > > From what I understand, in addition to OSG/Cal, OSG has some animation > features built in. Which animation libraries or extensions are ideal > for handling .3ds models with skeletal animation? > You can use osgCa

Re: [osg-users] Character animation in OSG

2008-11-04 Thread Cedric Pinson
Hi Dusten, Right now animation throw osgAnimation is limited and in a beta state, in fact it's not really fully merge in osg, but it contains character animation. There is today only a blender exporter that is capable to export character/animation for osgAnimation. I guess your best bet is to

[osg-users] Character animation in OSG

2008-11-04 Thread Dusten Sobotta
Hello, >From what I understand, in addition to OSG/Cal, OSG has some animation features built in. Which animation libraries or extensions are ideal for handling .3ds models with skeletal animation? Thanks in advance~ ___ osg-users mailing list osg-use