Hello,
i found the solution. If someone is intereseted:
The result of setMatrixInSkeletonSpace will be periodically overriden by
UpdateBone. To set this value doesn't make sense.
setInvBindMatrixInSkeletonSpace is necessary instead. The parameter of this
function is the transform from the bind
Hi,
currently i'm writing an Ogre XML import plugin for OSG. Source will
be available if it's working as expected.
Import of meshes is working fine, but the skinning of skeleton
animations in OSG drives me crazy.
I created a demo model, skeleton and animation (quad with two bones)
in Blender
Hi,
Thanks for your answer ! Yes I had already read this paper, it helps a lot. :)
For Dual Quaternion skinning, I did pretty much what you said. My solution: I
made a new class which inherits from RigTransform, and modify the calculation
and what it's need. For the rest it is pretty much like
Hi,
Emy wrote:
And also why you think using hardware is a better start than software.
Well, you'll find the skinning shader under osgAnimation. You should be able to
tweak it, the input for linear palette blending should be the same as for dq.
So there is no need to extend or derive from
Hi,
I have a question about skinning in osg;
I am looking at the skinning exemple, and it is pretty simple : you have bones
and their Inverse Bind Matrix (in skeleton space), a mesh ( TesselatedBox )
and an InfluenceMap to bind the mesh on the skeleton (with weights). Then, when
an animation
Hi here,
I'm currently trying to get OpenSceneGraph and osgswig to work together on Mac
OS X Snow Leopard through MacPorts (I'm a maintainer there). It seems the
latest developer release (2.9.6) does not install osgAnimation/Skinning header,
which is used by osgswig. Is it a bug, or should
Hi,
Skinning header is not used anymore, it has been replaced with
RigTransformSoftware.
Cheers,
Cedric
--
Provide OpenGL services around OpenSceneGraph and more
+33 659 598 614 Cedric Pinson mailto:cedric.pin...@plopbyte.net
http://www.plopbyte.net
On Tue, 2009-12-22 at 14:57 +0100, nox
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