Hi,
I have file with 3d model and animations made with 3ds Max. File was saved to
.fbx format and then converted to .osg via osgconv successfully. Then I opened
it in my OSG application and found no animations there. Debug showed me, that
animation (there is only one animation in the file) has n
OK, I can rephrase it once again :)
Does OSG support 3d models with *BezierChannel and *StepChannel?
Thank you!
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Hi Sergey,
Unfortunately, I didn't find such file.
Thank you!
Cheers,
Maxim
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Thanks for help, Sergey! :)
File format caused my problem - .osg doesn't support bezier channels, so I've
converted source file to .osgt and it's OK now.
Cheers,
Maxim
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Hi,
I have .osgt file with valid 3d-model. It has one animation for all elements of
the scene. As I saw in OSG examples (nathan.osg and bignathan.osg) it is
possible to create a file with some separate animations. But as far as I know,
3dsmax and Blender can make animations in one timeline only
Hi,
FBX has only one animation and this is well-known feature. Collada DAE has
several animations, but osg parses them as one big animation. Osgconv converts
this .dae file to .osgt file with one animation. So, it seems that this
solution doesn't work.
Is there any other way to get separate ani
Thanks for reply, Sergey! I have another question now.
I have .dae file with 3d-model made with 3ds Max. I've read its code and found
out, that there are several animations inside tag. But in
my OSG program I still have only one animation in list. Why so?
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Hi,
Thanks for your reply, tomhog! Could you reload your configuration file? XML
isn't allowed here, so please, left the file without extension.
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Hi,
I've got 3d-model with animations. I would like to be able to play backwards
and pause these animations. How can I do it? I know that it is possible with
osg::AnimationPath, but here I've got only osg::Animation.
Thank you!
Cheers,
Maxim
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Hi,
I'm working on osg-based application which shows 3d-scene. It can react on some
input events, such as clicks and touches. I'm using IntersectionVisitor and
LineSegmentIntersector to determine which object was clicked/touched. Now I'm
interested in having such functionality in Oculus DK2 and
So, is there any way to check intersections in Oculus Rift mode?
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For the first time, I would like to use mouse. It will be represented as it is
- as cursor.
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Hi,
OK, I'll try OSG-3.4.
Thank you, Robert!
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Hi Robert,
You've mentioned that osgViewer in OSG 3.4 has support of coordinates remapping:
robertosfield wrote:
>
> In the svn/trunk and OSG-3.4 branch of the OSG there is support in osgViewer
> for remapping coordinates when the viewer has slave Camera's that do
> distortion correction via
Hi, matt_kennett
Unfortunately, not.
Cheers,
Maxim
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