Thanks to everyone's help, I have models that I exported loaded and animated
with models bound to various parts of their anatomy! Thanks for all the
advice and insight, I'm sure I'll be back with more questions at a later
date.
-Rusty
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well about an hour after my last post I found the new exporter you
mentioned, so bad on me for not doing more research before posting. now I'm
just brushing up my blender skills. Every time I export an animation and
load it in osganimationViewer It's just a static model with no movement, I'm
workin
Hi Ryan,
I need more information,
Do you use the osgexport from hg.plopbyte.net/osgexport ?
As a reminder you can get it with mercurial like hg clone
http://hg.plopbyte.net/osgexport/
Can you send me your model i will tell why it does not export.
Without those information i can't help.
Cheers,
Ok I would like to resend my last post. I have the dynamic cast working, but
only for the models provided by the osgAnimation project. The models I've
created in blender don't export the osgAnimation { } portions that are in
the Jancens.osg and others. It appears the model format has changed and th
Hi Ryan,
Can you describe what file are you loading ? i can help but i need more
informations. Can you post the osg file ?
How did you build this osg file ?
Cheers,
Cedric
Ryan Morris wrote:
Well i have to admit i'm embarrassed here. I've been loading animated
models without bones to experim
Hy Ryan
Of course do not use dynamic_cast directly, because you model is not an
AnimationManager node. You may have a look at the osganimation* examples to
gain concepts of the new osgAnimation library. The latest SVN version of OSG
accepts .bvh file for constructing bones, but you should add each
Well i have to admit i'm embarrassed here. I've been loading animated models
without bones to experiment with controlling the animation. In light of
this, i've only been using osgDB::readNodeFile(). Now that I need to load a
model with bones i need osgAnimation support (at least this is my
understa
rm to correctly position the model
w.r.t. the hand.
--
Roland
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Ryan
Morris
Sent: woensdag 3 december 2008 0:01
To: OpenSceneGraph Users
Subject: Re: [osg-users] Attaching
It's a skinned mesh with bones.
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:[EMAIL PROTECTED] On Behalf Of Ryan
Morris
Sent: dinsdag 2 december 2008 5:55
To: OpenSceneGraph Users
Subject: Re: [osg-users] Attaching Nodes (Characters & Objects)
I have an animated human model. I want to attach something to
the hand or head or
01, 2008 11:55 PM
To: OpenSceneGraph Users
Subject: Re: [osg-users] Attaching Nodes (Characters & Objects)
I have an animated human model. I want to attach something to the hand or
head or foot, etc and have that object move with that part of the body.
Apologies I shoul
I have an animated human model. I want to attach something to the hand or
head or foot, etc and have that object move with that part of the body.
Apologies I should have been more clear!
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Quoting Ryan Morris <[EMAIL PROTECTED]>:
> I see what you're saying, but sadly I don't have as good of grasp on how to
> actually code it using OSG. Just to clarify I have an animated model that I
> am loading with osg::Node(), I am not manually controlling the movement, I
> have previously done th
I see what you're saying, but sadly I don't have as good of grasp on how to
actually code it using OSG. Just to clarify I have an animated model that I
am loading with osg::Node(), I am not manually controlling the movement, I
have previously done that in Blender. Is there a way to get the transfor
You could use a callback on the transform from the hand to update the
transform on the other node. The other way is to position the other
node under the hand in the hierarchy. The transforms of the other node
then become relative to the hand. You'd need to convert local to world
in order to do upda
This is not a problem, i have solved the "moving two objects at once" issue.
The problem is if I want to attach a node to a specific point on a second
node (let's say a hand of an animated person), getting the hand and the
other node to move as one during a walking sequence, etc. Any further
clarif
Hi Rusty,
If you wish objects to move around together then typically you'd place
the objects all under the same transform. Each local object might
have its own transform as well, or if required manually positioned in
the local coordinates.
Robert.
On Sun, Nov 30, 2008 at 4:09 PM, Ryan Morris <[
Good morning OSG,
I'm doing a little game programming and I am struggling with a way to attach
a node to a specific point on another node.
I know these could be manually prepositioned using a transform, but if the
main node (our character) is animated how would I handle this?
Hope someone can help!
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