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On 07/12/2010 05:30 PM, Michele Olsen wrote:
> Hello,
>
> I've been working in osgCal and cal3d for a few weeks now and one
> thing I would like to see in osgAnimation is the capability to
> control a bone during a cycle animation. Specifically, I wan
Hi Michele,
In osgAnimation a Bone inherit from MatrixTransform so a way to do it
run a visitor that will check the matrix of your Bone. Another way could
be to add a Custom callback to your bone that will do something on your
Bone. I have not tried yet but I guess both way should work.
Cheers,
Ce
Hello,
I've been working in osgCal and cal3d for a few weeks now and one thing I would
like to see in osgAnimation is the capability to control a bone during a cycle
animation. Specifically, I want to be able to control where a head is looking
while an idle animation is playing. I don't think t
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Alberto Luaces wrote:
> El Jueves 06 Noviembre 2008ES 17:48:24 Jan Ciger escribió:
> Well, I was referring to dedicated bones, not the principal ones from the
> skeleton. Think of an arm whose biceps changes its shape when bending: you
> might put a
El Jueves 06 Noviembre 2008ES 17:48:24 Jan Ciger escribió:
> Alberto Luaces wrote:
> > I think scaling bones is an important feature at least meanwhile a
> > morphing system is not available (face gestures, breathing movements,
> > etc)
>
> If you need that then you are better off implementing morp
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Alberto Luaces wrote:
> I think scaling bones is an important feature at least meanwhile a morphing
> system is not available (face gestures, breathing movements, etc)
>
If you need that then you are better off implementing morphing and not
deformi
El Jueves 06 Noviembre 2008ES 11:30:49 Jan Ciger escribió:
> Also, I have noticed that you have included scale keys. If you want only
> rigid bones (the most common case, one rarely models something like the
> "Gummi bears"), then you can drop both scale and translation. The
> quaternions/rotation
Hi Jan,
Jan Ciger wrote:
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Hi Cedric,
Cedric Pinson wrote:
You are right, but it's not the job of osgAnimation to make this
assumption, osgAnimation
interpolate bewteen keyframes. The optimization of key is the
responsiblity of the exporter
inste
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Hi Cedric,
Cedric Pinson wrote:
>> You are right, but it's not the job of osgAnimation to make this
>> assumption, osgAnimation
>> interpolate bewteen keyframes. The optimization of key is the
>> responsiblity of the exporter
>> instead. In the osg ex
Hi Jan,
Thank you taking time to read code and test it. I will try to answer to
your remarks.
Jan Ciger wrote:
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Hi Robert (and all),
Robert Osfield wrote:
Your experience on CAL/OSG integration would be useful a guide for the
osgAnimation de
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Hi Robert (and all),
Robert Osfield wrote:
> Your experience on CAL/OSG integration would be useful a guide for the
> osgAnimation development. My hope is that osgAnimation would be able
> to replace osgCal usage, but without any experience with osgC
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Laurent Di Cesare wrote:
>> Actually I think it's more of a cal3d issue than an osgcal issue.
Well, the loading is done via osgCal, so if the underlying library barfs
on the data, it should report the error better.
Jan
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Robert Osfield wrote:
> On Wed, Nov 5, 2008 at 3:14 PM, Jan Ciger <[EMAIL PROTECTED]> wrote:
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>> What is the license for the code (cannot use GPL, LGPL is OK) and where
>> to get it? I would give it shot.
>
> Cedri
cal3d and the
work people put into their development - I use them all the time with great
success - Thanks!
Brian
[EMAIL PROTECTED] wrote: -
To: OpenSceneGraph Users
From: Jan Ciger <[EMAIL PROTECTED]>
Sent by: [EMAIL PROTECTED]
Date: 11/05/2008 10:22AM
Subject: Re: [osg-users] Charac
Jan Ciger wrote :
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Laurent Di Cesare wrote:
- Verbose/understandable error reporting when a model doesn't load so
you can know what part of the model (sekeleton, material, ...) fails
I think this can be fixed - did you report the issues to
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Hi Brian,
Brian R Hill wrote:
> Cedric,
>
> Thanks for you contributions!
>
> The biggest issue I have with osgCal is that you have to load models
> differently, you can't use osgDB::readNodeFiles and you can't clone
> existing models. It complicate
On Wed, Nov 5, 2008 at 3:14 PM, Jan Ciger <[EMAIL PROTECTED]> wrote:
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> What is the license for the code (cannot use GPL, LGPL is OK) and where
> to get it? I would give it shot.
Cedric's has changed the licensing of osgAnimation so that it's OSGPL,
compatible w
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Laurent Di Cesare wrote:
> - Verbose/understandable error reporting when a model doesn't load so
> you can know what part of the model (sekeleton, material, ...) fails
I think this can be fixed - did you report the issues to Vladimir or
Ruben who are
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Hi Cedric,
Cedric Pinson wrote:
> Hi,
> Yes it would be great to have feedback. After writing osgCal (the gpl
> version) i decided to re design everything to make something new now
> called osgAnimation. I would like very much to have report from osgC
21AM
Subject: Re: [osg-users] Character animation in OSG
Hi,
Yes it would be great to have feedback. After writing osgCal (the gpl
version) i decided to re design everything to make something new now
called osgAnimation. I would like very much to have report from osgCal
community and replicant body.
Cedric Pinson a écrit :
Hi,
Yes it would be great to have feedback. After writing osgCal (the gpl
version) i decided to re design everything to make something new now
called osgAnimation. I would like very much to have report from osgCal
community and replicant body.
My main issue with osgCa
Hi,
Yes it would be great to have feedback. After writing osgCal (the gpl
version) i decided to re design everything to make something new now
called osgAnimation. I would like very much to have report from osgCal
community and replicant body.
osgAnimation is young and need lot of work. Don't
Hi Jan,
On Wed, Nov 5, 2008 at 7:05 AM, Jan Ciger <[EMAIL PROTECTED]> wrote:
>> From what I understand, in addition to OSG/Cal, OSG has some animation
>> features built in. Which animation libraries or extensions are ideal
>> for handling .3ds models with skeletal animation?
>>
>
> You can use os
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Dusten Sobotta wrote:
> Hello,
>
> From what I understand, in addition to OSG/Cal, OSG has some animation
> features built in. Which animation libraries or extensions are ideal
> for handling .3ds models with skeletal animation?
>
You can use osgCa
Hi Dusten,
Right now animation throw osgAnimation is limited and in a beta state,
in fact it's not really fully merge in osg, but it contains character
animation. There is today only a blender exporter that is capable to
export character/animation for osgAnimation.
I guess your best bet is to
Hello,
>From what I understand, in addition to OSG/Cal, OSG has some animation
features built in. Which animation libraries or extensions are ideal for
handling .3ds models with skeletal animation?
Thanks in advance~
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