Re: [osg-users] Bone space matrix

2010-07-06 Thread Aitor Ardanza
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 .

Re: [osg-users] Bone space matrix

2010-05-06 Thread Cedric Pinson
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

Re: [osg-users] Bone space matrix

2010-05-06 Thread Aitor Ardanza
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

Re: [osg-users] Bone space matrix

2010-05-06 Thread Cedric Pinson
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

Re: [osg-users] Bone space matrix

2010-05-06 Thread Aitor Ardanza
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");

Re: [osg-users] Bone space matrix

2010-05-05 Thread Aitor Ardanza
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

Re: [osg-users] Bone space matrix

2010-05-05 Thread Cedric Pinson
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

[osg-users] Bone space matrix

2010-05-05 Thread Aitor Ardanza
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