Solved.
Yes, truly the transformation matix was not attached to the scene graph, that
caused problem, described above.
Also, i used osg::AnimationPath and no NodeCallback is required here.
Thank you!
Cheers,
Elias
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Hi, scrawl!
Im not sure that i understand what do you mean by saying detached graph.
I have now:
Root-Group-MatrixTransform-Node.
//Here is Node
ref_ptrNode nodeEngineCW = osgDB::readNodeFile(pathToACModels +
engineCW.ac);
//Here is MatrixTransform
ref_ptrMatrixTransform setupForwardEngine =
Am 01.08.2015 um 08:59 schrieb Elias Tarasov:
Hi!
I have .ac models. One is a quadrocopter and two others are it's engines. Each
engine has propeller, which i want to animate by rotation. To do it, i have to
find propeler's node for the start. What i was able to find that two ways are
exist.
The MatrixTransform you are creating isn't actually in the scene graph.
What you have now is:
Root - (some parent) - Node
as well as a completely detached graph that won't have an effect.
MatrixTransform - Node
What you need instead is:
Root - (some parent) - MatrixTransform - Node
Hi!
I have .ac models. One is a quadrocopter and two others are it's engines. Each
engine has propeller, which i want to animate by rotation. To do it, i have to
find propeler's node for the start. What i was able to find that two ways are
exist.
First is to find a node by it's name.
Second is
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