Hi,
Any news about that ? I can give some help if it's not resolved !
Thank you!
Cheers,
Sebastien
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http://forum.openscenegraph.org/viewtopic.php?p=42425#42425
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Hi,
as you know I wanted to try to add the possibility to read vertex animation
data from point cache files, so I started looking at existing code in order
to figure out where the integrations should be done. I have really basic
experience with animations in OSG, so I'd like to share my ideas with
Thanks for your research Alessandro :)
Vertex caches sound like just another way to store morph geometry.
osgAnimation::MorphGeometry is just a series of 1 or more geometries (each
one stored in a MorphTarget) so in theory it should be as simple as loading
each bit of vertex cache geometry into a
Hi Michael,
I've tried to use the same logic of morph geometry but the model couldn't be
loaded. I noticed that fbxMesh-GetShapeCount() returns 0 if the model
contains only point cached data while, I guess, if it were a kind of morph
geometry it should return at least 1, am I wrong? In this case
Thanks for trying Michael,
the only step that is not clear for me during the export process regards the
Set option that must be used when exporting Point Cache files in the FBX
exporter window (3dsMax). I created a Selection Set for the box I wanted to
export and used that selection for the Set
I'm not a Max user so I can't help you there. The only thing I can tell you
is that the exported animation data will be entirely within the fbx file -
pc2 or xml files won't be needed.
NURBs - I haven't tested but in theory yes. The FBX SDK provides a function
to triangulate NURBs which should
So, as far as I understand it seems that unfortunately Max handles many
aspects relating to FBX in quite a not standard way.
Anyway, given that I'm not an expert Max user, I think that pc2/xml files
are the only means used by FBX files (created by Max) to refer to cached
animations data coming
On Mon, Jun 7, 2010 at 4:57 PM, Michael Platings mplati...@gmail.comwrote:
Anyway, given that I'm not an expert Max user, I think that pc2/xml files
are the only means used by FBX files (created by Max) to refer to cached
animations data coming from the widely used Point Cache modifier. In
Thanks Alessandro, fixed :)
On 7 June 2010 16:05, Alessandro Terenzi a.tere...@gmail.com wrote:
Hi Michael,
I tried to load a file with a single NURBS surface with Quicktime and it
worked while it does not with osgviewer.
I'm sending the file with this mail.
Alessandro
Great :) what was the problem?
Alessandro
On Mon, Jun 7, 2010 at 5:25 PM, Michael Platings mplati...@gmail.comwrote:
Thanks Alessandro, fixed :)
On 7 June 2010 16:05, Alessandro Terenzi a.tere...@gmail.com wrote:
Hi Michael,
I tried to load a file with a single NURBS surface with
I just tried opening the files you posted again in the FBX Quicktime Viewer
and this time they work! It seems that having the files in the root of C:
magically fixes it.
Ideally osgfbx will be able to any file that the official viewer can, so if
you can submit PC2/XML support then that would be
As well as KFbxNurb, there's also a KFbxNurbsSurface class. As far as I can
tell they do exactly the same thing and I just had to add eNURBS_SURFACE to
the list of things to triangulate.
On 7 June 2010 17:46, Alessandro Terenzi a.tere...@gmail.com wrote:
Great :) what was the problem?
Unforunately they do not work for me, I mean that QuickTime opens the FBX
and plays the animation but just for 1 second (whereas the animation should
last 3 seconds). It is not played faster, it is played partially. Do not
know why, anyway I've posted a question on the official forum and I'll be
I'd like to study the possibility to extend the FBX plugin in order to
support vertex animation.
In particular it could be very useful to have the possibility to import
point cache files that are used to store vertex animation information.
This is quite a new field for me, so before starting
Hi Alessandro, it's already supported.
On 4 June 2010 14:56, Alessandro Terenzi a.tere...@gmail.com wrote:
I'd like to study the possibility to extend the FBX plugin in order to
support vertex animation.
In particular it could be very useful to have the possibility to import
point cache
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