Hi,
I have a problem ... in my application receives the matrices of bones in each
time step (bones are updated in real time), and using:
Code:
pBoneUpdate.at(i)->getStackedTransforms().push_back( new
osgAnimation::StackedQuaternionElement("rotate", mat.getRotate()));
the framerate plummets .
Hi,
setMatrix in the Bone would update the bone, like a MatrixTransform. So
If you update the matrix and you dont see any update of children on the
screen then there is something wrong.
I suggest to read the UpdateBone.cpp in osgAnimation to see how bones
are updated in 'classical' way.
Another
Hi,
I've been looking at the example of osganimationskinning... but this example
uses a pre-generated animation, and in my case I change the position and
direction of the nodes with keyboard events.
For example, we apply a rotation to bone0Rot (OSG:: Quat) with a keyboard event:
Code:
bone0Rot
Hi,
I can't help more without other details, i can just tell you to check
the osganimationskinning example.
My First advise should be to make it work with software implementation.
I could help but i would need to have a small example i could run and
debug to have a quick overview what's wong.
Che
Hi,
Well, I managed to position the nodes to start, but I dont know how can I
update them, for viewing, each time step.
Code:
bone0 = new osgAnimation::Bone;
bone0->setInvBindMatrixInSkeletonSpace(osg::Matrix::inverse(osg::Matrix::translate(0,0,0)));
bone0->setName("right0");
Hi Cedric,
Thanks for the your answer. I update it to 2.8.3, but I continued to have
problems.
I'm implementing hardware animation skinning. The skeleton have three nodes and
i change de nodes position and orientation by keyboard(it's not preconfigured
animation).
I have seen that in the ne
I suspect you use an 'old' version of osgAnimation, osgAnimation has
been changed about that since OpenSceneGraph 2.8.3. I recommand you to
update to the last version.
Cheers,
Cedric
On Wed, 2010-05-05 at 11:22 +, Aitor Ardanza wrote:
> Hi,
>
> I'm having problems with this issue. I build th
Hi,
I'm having problems with this issue. I build the skeleton as follows:
Code:
osg::ref_ptr skelroot = new osgAnimation::Skeleton;
skelroot->setDefaultUpdateCallback();
root = new osgAnimation::Bone;
{
root->setBindMatrixInBoneSpace(osg::Matrix::identity());
root->set
8 matches
Mail list logo