Hi Seth,
I implemented osgAnimation::MorphGeometry when I was working on the Collada
importer and needed a way to store the morphing data inside a Collada file. The
morphing algorithm is indeed very simple, but that's typically how morphing
animations are exchanged in the 3D content pipeline. F
Hi Mukund,
I believe your post is missing the code you wanted to include.
kind regards,
Roland
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A fruitfull, enjoyable and productive 2011 to you all!
Forum traffic will probably increase the next days as people get back to work.
kind regards,
Roland
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Hello Rob,
please don't start a new thread by answering an existing post and changing the
subject. This will mess up the thread view on the mailing list and the forum.
I sent a mail to the website administrator to notify him about the website.
Hopefully it will be fixed soon.
kind regards,
Ro
Hi Katharina,
thanks for chasing and fixing this problem. Can you attach the complete
modified file to a new thread on the submissions forum. This way it will end up
on the todo list for inclusion in osg.
Thanks,
Roland
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. Note that the order of the points
you passed into the DelaunayTriangulator may be changed after the triangulation.
kind regards,
Roland Smeenk
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http://www.openscenegraph.org/projects/osg/wiki/About/WikiEditing for
instructions.
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Roland Smeenk
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Hi Frank,
you layout doesn't really look cache friendly. Take a look at the optimizer and
it's options especially INDEX_MESH, VERTEX_POSTTRANSFORM and
VERTEX_PRETRANSFORM.
http://www.openscenegraph.org/projects/osg/wiki/Support/UserGuides/OptimizerOptions
And of course make sure your Geometry
Hi Robert and others,
unfortunately I am experiencing some stressfull time at work which does not
really allow me to contribute to this thread as much as I would like to. I am
trying to keep up with the posts, but not all posts are clear to me.
robertosfield wrote:
>
> 1) Provide a way of enc
Hi Robert,
I have to dig up the thoughts I had during the period I implemented the shader
composition that you reviewed. The goals you mention where also the ones I
tried to achieve.
robertosfield wrote:
>
> The absolute minimum code changes required in end user apps is none at
> all, might t
CameraViewSwitchManipulator searches for CameraView nodes below a given
osg::Node. The '[' and ']' keys can be used to switch between the found
CameraViews.
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Roland Smeenk
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it is essential that the ID's stay
the same. Writing with the same name would be nice too, but is not essential
for maintaining the correct internal structure. Probably the best solution
would be to store the Collada element names in the osg node descriptions.
regards,
Rol
Hi Niyanth,
please don't crosspost you question to multiple forums.
This will result in three messages on the mailing list and in a fragmented
discussion across those threads.
Two other posts deleted.
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Roland Smeenk
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osganimationviewer is based on osgviewer, but has a GUI to select an animation
an make it play. By default all loaded animations will be in paused state, so
that's probably why you don't see anything animating in the osgviewer
application.
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Hi Stephane,
are you using osgviewer or osganimationviewer to view the animations?
Only osganimationviewer allows you to start playing animations.
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__
OpenSceneGraph can be found on twitter here:
http://twitter.com/OpenSceneGraph
Currently it is fed by the OpenSceneGraph developer blog:
http://blog.openscenegraph.org/
I can also add feeds manually like I just did with the OSG 2.8.3 release.
kind regards,
Roland Smeenk
ParticlePeter wrote:
> Uh, I did not know that this one can be extended by users.
That's what a Wiki is for.
>
> How can I add stuff there, and who gives me the permission to do this ?
>
See http://www.openscenegraph.org/projects/osg/wiki/About/WikiEditing
for instructions.
Roland
--
}
...
name "1"
...
Keyframes 3 {
key 0 0
key 1 0
key 2 1
}
...
Of course this can also be done from code.
kind regards,
Roland Smeenk
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Hi Travis,
statistics are available in osgViewer by pressing 's'.
It will toggle through multiple levels of statistics details.
Roland
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The wiki/website seems to be down since monday. I already sent Jose Luis an
e-mail, but he hasn't responded yet. He's probably out of the office.
Roland
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Hi Vivien,
shadow rendering uses shaders and therefore replaces the fixed function
pipeline (FFP). The clipplane functionality is part of the FFP and is not part
of the shadow rendering.
To solve this you'll need to add clipplane functionality to the shadow
rendering shader. Note that this sho
Hi Alessandro,
when Googling look for Image Based Lighting (IBL) and light probe. IBL is
typically done with a (HDR) cubemap. One for diffuse lighting and one for
specular lighting. When combined with HDR postprocessing effects from the
osgPPU example this can deliver pretty impressive visual r
Hi LiYang,
I don't know from memory what features the Collada plugin in OSG 2.8.2
supports, but I can say that the importer has received more attention than the
exporter. The Collada plugin is still being improved and the version currently
integrated with the trunk supports more features than t
Hi Allessandro,
be sure to check for coherency of the exported Collada file. This can be done
with the coherencytest
http://www.collada.org/mediawiki/index.php/Portal:CoherencyTest. We first need
to know if the file is valid Collada before we can start analyzing where the
importer might go wro
The latest Collada plugin submission includes exactly what you are describing.
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Hi Tugkan,
Yes, we are using Linux.
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Hi Tugkan
the submission was indeed not accepted. We are working with a custom OSG
version that includes this modification.
kind regards,
Roland Smeenk
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wiki editing rights by sending
and e-mail to Jose Luis Hidalgo. (See
http://www.openscenegraph.org/projects/osg/wiki/About/WikiEditing)
We need all the people that can contribute to the Wiki. The editing rights keep
spammers out the door very effectively, but unfortunately also new contributors.
Hi Wang Rui,
I was using CMake 2.6.2, but that didn't work. Switched to 2.8 and everythings
OK now.
thanks,
Roland
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repository.
warmest regards,
Roland Smeenk
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Hi Chris,
I would like to see these pieces of knowledge added to the Wiki.
thanks,
Roland
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Please, contact Jose Luis Hidalgo to let him update your Wiki permissions.
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Done.
I added the some of the rules for the jobs page in the past. Typically
companies don't take the effort to remove jobs when filled so I don't take the
effort to contact them and remove the jobs when they are old enough. If it's
not OK they can always restore the data from the page history.
. Especially in the area of animating, adding and removing
of widgets or windows I found a couple of issues. Unfortunately I did not have
much time to delve deeper into the design.
warmest regards,
Roland Smeenk
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rrent Collada loader, but the
source code has drifted apart too far for a quick merge.
kind regards,
Roland Smeenk
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Hi Pedro,
this is typically done with a clip plane. This OpenGL functionality is wrapped
in the osg::ClipPlane stateattribute that you can add to a stateset.
kind regards,
Roland Smeenk
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Hi Pradeep,
The current Collada loader does not support loading of animations.
I partially implemented animation loading in the Collada loader and others are
working on improving it, but these changes are not submitted for inclusion in
osg yet.
kind regards,
Roland Smeenk
means his/her messages must be
approved by one of the moderator before it is sent to the forum and ML.
kind regards,
Roland Smeenk
(Forum moderator)
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If you are interested in creating high resolution screenshots take a look at
the osgposter example recently submitted:
http://forum.openscenegraph.org/viewtopic.php?t=3482
Roland
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ndent infinite plane.
osg::Billboard also adjusts itself to each view traversing the node.
regards,
Roland Smeenk
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Sukender wrote:
> Anyway, I could add my "ComponentContainer" object as a userdata to avoid
> being too intrusive in OSG code, of course.
>
That's what I had in mind.
We are using a componentized design ourselves. Simulation objects are composed
of viewer and controller components much like
ser data.*/
inline Referenced* getUserData() { return _userData.get(); }
/** Get const user data.*/
inline const Referenced* getUserData() const { return _userData.get(); }
regards,
Roland Smeenk
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Hi wally,
Which of the COLLADA_* values are filled in by CMake initially?
And after you specify the proper COLLADA_DOM_ROOT manually?
In your case COLLADA_DOM_ROOT should point to
Z:/OpenSceneGraph-2.8.1/ collada-dom-2.2/dom
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ase the Collada CMake files contain an error.
kind regards,
Roland Smeenk
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http
//forum.openscenegraph.org/viewtopic.php?t=1600
Fixed Function Pipeline to GLSL generator submission by Maciej Kol
http://forum.openscenegraph.org/viewtopic.php?t=1757
kind regards,
Roland Smeenk
(Forum moderator)
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gards,
Roland Smeenk
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Thanks for the tip!
Screenshots please!
regards,
Roland Smeenk
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e and smoke you typically would want the fire to be emissive and
the smoke to be lit by scene lights. This can be done from within the same
texture by using pre-multiplied alpha.
regards,
Roland Smeenk
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Hi Jason,
the only custom node data that is currently supported is the node description
that is read and written as extra data. This might be sufficient and is
compatible with how openflight allows custom node data, which was one of my
goals for the OSG specific Collada extensions.
One other
than OSG based tools that support these
extras.
What is the Collada based content pipeline that you have in mind?
kind regards,
Roland Smeenk
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kinds of problems.
I guess the original OpenFlight model only had a single set of texture
coordinates per model part.
What version of OSG are you using?
regards,
Roland Smeenk
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The wiki spamming still continues. Is there nobody available that can
administer the wiki and remove the spammers?
regards,
Roland
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osg
Does anybody know if Jose Luis is available for banning Wiki accounts?
ProLan and TaxAudit keep spamming the wiki with links.
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Hello Robert,
There seems to be a second spammer called TaxAudit
I already reverted the changes.
Check the history of these pages:
http://www.openscenegraph.org/projects/osg/wiki/Forums
http://www.openscenegraph.org/projects/osg/wiki/Support/OpenGL2OSGLookup
http://www.openscenegraph.org/project
Hi Jose,
A Wiki user named ProLan is adding spam links to the Wiki. Can this user be
removed/banned from the wiki?
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Hello Bilal,
code comments in the ShadowVolume class suggest that it is still a work in
progress. However it seems that it is no longer actively developed and still
has some unsolved bugs.
Cheers,
Roland
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mage has a different pixel format. My osg::Image class
supporting cubemaps has only one pixelformat for all 6 data planes and this
caused a problem when copying the six images into the single cubemap image.
kind regards,
Roland Smeenk
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Hi Daniele,
my version of the Collada plugin can currently do the following
-load and display animations of nodes (positions/orientations etc.)
-only linear interpolation
-loading of morph geometry
-animation of morph geometry
-loading of skinned mesh geometry, but bind matrices are still wrong
-s
Hi Wojtek,
Thanks for sharing your code. This will be very helpfull.
It would be nice if we could somehow combine this with the existing fixed
function ShaderGen utility.
Thoughts about the demo:
The coloring of the children with only a different version of the ColorFilter
would typically be im
>
> To me it's looks like we are consistently getting a lot more support
> queries about the Collada plugin than any other our plugins.
>
I think you are right, but this may also mean many people actually want to use
this plugin. Of course plugins without external dependencies are easiest to
username,action FROM permission")
File "/usr/lib/python2.5/site-packages/trac/db/util.py", line 51, in execute
return self.cursor.execute(sql)
File "/usr/lib/python2.5/site-packages/trac/db/sqlite_backend.py", line 58,
in execute
args or [])
File "/usr/l
o you agree with this analysis?
If so, how to organize things better to be prepared for a much larger user
community?
kind regards,
Roland Smeenk
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Hello Jaime,
it seems that osg can find the proper plugin, but cannot load that plugin.
If you built the Collada plugin against the dynamic DOM library make sure the
collada dll can be found (is in your path).
Note that the dom22 will generated a DLL with the number 21 in it:
libcolladadom14dom21
Chris,
could you post this fix as a seperate post on the submissions forum. That way
it will also be sent to the osg-submissions mailing list and end up at the
proper location.
Thanks.
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Adrian,
also be sure you are using the latest Openscenegraph-data.
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Zarim registered yesterday and this was his first post.
The admin interface has a spam log that shows all registration attempts and the
answers given to the anti-bot question. This user was not in those logs.
It could be that this spambot can register to forums by letting humans answer
the anti
I don't see anything special in the log files so this looks like a manually
registered user.
I removed the user and deleted the original message from the forum.
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See the FAQ
http://www.openscenegraph.org/projects/osg/wiki/Support/FAQ
See the answer to question:
> I have two or more views sharing a scene graph, but I want to limit what part
> of the scene graph is shown in one or more of the views. How do I do that?
>
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--
Re
>
> This type of frame rate management is well beyond what I'd expect the
> viewer convenience methods like run to handle. You should expect to
> roll your own frame management for this type of app.
>
That's what I thought you would answer. Well, didn't hurt to try.
Thanks.
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---
Interesting development. For a current project we need one view that runs at 5
Hz and several other views that run at 15 Hz (all in separate
graphicscontexts). No, I am not joking. This is used to simulate real life
camera behaviour. We do our own version of the frame method, but that still is
robertosfield wrote:
>
> Shocked by what??
>
Note that users in the forum can easily add emoticons through clicking on an
image.
Mailing list users will not see the emoticons but the BBCode that was used. I
don't know if these are replaced by an alternative textual representation. Art
will
e transform is not allowed to scale
to a larger value than 2. If it is close to the viewpoint it's scale is limited
by the minimumscale. In that case it will not be fixed in screenspace anymore
an appear to grow due to perspective projection.
kind regards,
Roland Smeenk
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Paul Martz wrote:
> The HUD issue shouldn't require modifying the scene graph at all. Create one
> HUD scene graph with the entire HUD in it. Parent it to two HUD cameras with
> two different views. One Camera has its view matrix set to view the left
> half of the HUD, and the other is similarly c
n the camera projection
matrix. When using multiple views each view should update the grid projection
based on the current camera projection and view matrix.
Any suggestions?
kind regards
Roland Smeenk
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Art,
if you are subscribed to the mailing list you can retrieve a list of
subscribers.
That's how I know the ML numbers.
See osg-users Subscribers at
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
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Just wanted to inform you that we have reached 300 forum members.
Small overview over forum and ML members (non-digest/digest)
25 februari 2009
Forum 100
ML 1842 (1410/432)
24 march 2009
Forum 200
ML?
23 april 2009
Forum 300
ML 1852 (1413/439)
22 may 2009
Forum 400???
kind regards
Paul,
I moderated the original mailing list post on the OSG forum to show your
reformatted version of the tips. And I added a few links.
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Paul Martz wrote:
> Sounds really flexible
I does not only sound that way. It really is. Typically indexing into multiple
arrays maps well to how file formats store their data.
Unfortunately this does not map efficiently to OpenGL.
As a workaround you can keep using the set**Indices methods and
There seems to be a problem with the Wiki:
> Trac detected an internal error:
>
> OperationalError: database is locked
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osg
> VBO's are better for dynamic geometry, but do have a higher CPU overhead than
> display lists.
Remember that display lists are deprecated in OpenGL 3.0 and moved into an
extension in OpenGL 3.1. The advised path is using VBO's...
> refering to osgforest as example ...
I am not too happ
jguo wrote:
>
> I had a look in osgAnimation
> (http://www.openscenegraph.org/documentation/OpenSceneGraphReferenceDocs/a01556.html)
> but that namespace seems to be just related to geometry.
That's not entirely true. osgAnimation can be used to generate animated values.
These values will ha
arwise wrote:
> I recently downloaded Openscenegraph 2.9.2. But there seemed to be an issue
> with the Collada-dom 2.2:
>
> ..\..\..\..\collada-dom\dom\build\vc9-1.5\libcollada15dom21.dll : fatal
> error LNK1107: invalid or corrupt file: cannot read at 0x2F8
>
> It doesn't seem to like the dyn
archive. Moderated forum posts do not end up on
the ML so the ML archive will still contain your e-mail address and real name.
kind regards,
Roland Smeenk
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Andree,
Go to the bottom of the following page to unsubscribe from the mailing list:
http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
As an alternative you may register at the forums:
http://forum.openscenegraph.org/
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Patrick,
If I test the current plugin with the Collada logo file that is available from
the Collada model bank https://collada.org/owl/
I experience no problems.
-What test file are you using?
-Could you send the .dae file? (unless it's already publically available)
-Did you test with more than
Would it be an idea if mail2forum generates an HTML e-mail similar to a forum
response?
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I bet Art can come up with a forum adjustment to automatically add the
username, real name and possibly the forum e-mail.
kind regards,
Roland Smeenk
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You mean forum posts like this???
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benbao wrote:
> what is the best way to switch between 2 cameras to render?
> Each camera corresponding to a point of view, I need to render only one
> camera at once.
>
You can add different osg::CameraViews to a scene and use the
CameraViewSwitchManipulator to toggle between predefined cam
The simplest workaround to this limitation is wrapping everything up in a zip
file.
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Gus,
I quickly glanced over the 1.5 spec to see what the kinematics is all about.
Seems interesting, but there's probably a lot of functionality missing in osg
to handle this data. Just like osg does not support physics out of the box.
It could be a very useful addition, but then you would also
Gus,
The current dae plugin indeed only supports Collada version 1.4.
I am currently working on support for animations, skinned mesh and morphing.
What specific features of Collada 1.5 do you need?
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Maciej,
Maciej Krol wrote:
>
> I will refactor my code to strip out customer specific stuff. I hope today
> late evening (Europe) I will send you working code.
>
That would be great. No hurry though. I will be able to take a look at it
earliest next week.
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Rea
Mike,
I know of shadergen. It was already mentioned earlier in this thread. It will
come in handy when recreating the ffp functionality in shaders.
I am interested in existing osg code that does shader generation based on the
osg state.
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Boto,
here's an overview of the Collada exporters for 3DSMax that I know of:
1. ColladaMax nextgen by NetAllied Systems GmbH
-open source
-part of opencollada sourceforge project
-http://sourceforge.net/projects/opencollada
-actively developed
2. ColladaMax 3.05C by Feeling Software
-open source
boto wrote:
>
> i had a look into collada specs and its 3ds max exporter. the idea came into
> my mind to develop an osgAnimation exporter which gets collada as input. thus
> the same exporter could also be used for other modelling packages, not only
> for 3ds max.
I am confused. Could you b
Hello Maciej,
if I am right you have not only been thinking about dynamic shader generation,
but also got something working. Would you be willing to share your code?
I have some time at work to implement basic shader generation so it would be
nice if I could learn from and/or extend work done b
Boto,
as far as I know nobody has plans to add animations to the max exporter so it
would be great if this could be a part of the max osg exporter. If my changes
to the Collada plugin are ready this could also be used by max, but don't let
this interfere with your plans.
--
Roland
---
Fix for redundant mouse messages just submitted see:
http://forum.openscenegraph.org/viewtopic.php?t=1675
--
Roland
--
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=7557#7557
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Hi Farshid,
I happen to be working on Collada support for animations, skinned mesh and
morphing. There are a little too much loose ends for a quick submission though.
Currently I have support for loading morph controllers, partial support for
skin controllers, partial import and export of animat
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