Re: [osg-users] Character animation in OSG

2010-07-12 Thread Michele Olsen
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

Re: [osg-users] Character animation in OSG

2010-07-12 Thread Cedric Pinson
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,

Re: [osg-users] Character animation in OSG

2010-07-12 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 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 want to

Re: [osg-users] Character animation in OSG

2008-11-07 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 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

Re: [osg-users] Character animation in OSG

2008-11-06 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 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 exporter i

Re: [osg-users] Character animation in OSG

2008-11-06 Thread Cedric Pinson
Hi Jan, Jan Ciger wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 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

Re: [osg-users] Character animation in OSG

2008-11-06 Thread Alberto Luaces
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

Re: [osg-users] Character animation in OSG

2008-11-06 Thread Alberto Luaces
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 morphing and

Re: [osg-users] Character animation in OSG

2008-11-05 Thread Robert Osfield
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 osgCal or

Re: [osg-users] Character animation in OSG

2008-11-05 Thread Cedric Pinson
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.

Re: [osg-users] Character animation in OSG

2008-11-05 Thread Laurent Di Cesare
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

Re: [osg-users] Character animation in OSG

2008-11-05 Thread Brian R Hill
/05/2008 06:21AM 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

Re: [osg-users] Character animation in OSG

2008-11-05 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 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 osgCal

Re: [osg-users] Character animation in OSG

2008-11-05 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 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

Re: [osg-users] Character animation in OSG

2008-11-05 Thread Robert Osfield
On Wed, Nov 5, 2008 at 3:14 PM, Jan Ciger [EMAIL PROTECTED] wrote: -BEGIN PGP SIGNED MESSAGE- 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 with

Re: [osg-users] Character animation in OSG

2008-11-05 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 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 complicates the

Re: [osg-users] Character animation in OSG

2008-11-05 Thread Laurent Di Cesare
Jan Ciger wrote : -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 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

Re: [osg-users] Character animation in OSG

2008-11-05 Thread Brian R Hill
: [osg-users] Character animation in OSG -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 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

Re: [osg-users] Character animation in OSG

2008-11-05 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Robert Osfield wrote: On Wed, Nov 5, 2008 at 3:14 PM, Jan Ciger [EMAIL PROTECTED] wrote: -BEGIN PGP SIGNED MESSAGE- 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

Re: [osg-users] Character animation in OSG

2008-11-05 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 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 -BEGIN PGP SIGNATURE-

Re: [osg-users] Character animation in OSG

2008-11-05 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 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 osgCal

Re: [osg-users] Character animation in OSG

2008-11-05 Thread Cedric Pinson
Hi Jan, Thank you taking time to read code and test it. I will try to answer to your remarks. Jan Ciger wrote: -BEGIN PGP SIGNED MESSAGE- Hash: SHA1 Hi Robert (and all), Robert Osfield wrote: Your experience on CAL/OSG integration would be useful a guide for the osgAnimation

[osg-users] Character animation in OSG

2008-11-04 Thread Dusten Sobotta
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~ ___ osg-users mailing list

Re: [osg-users] Character animation in OSG

2008-11-04 Thread Cedric Pinson
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

Re: [osg-users] Character animation in OSG

2008-11-04 Thread Jan Ciger
-BEGIN PGP SIGNED MESSAGE- Hash: SHA1 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 osgCal or