Re: [osg-users] FBX Plugin: animation speed not as expected...

2011-01-19 Thread Alessandro Terenzi
Hi Michael,
I'll do my best to help in finding the problem and if you agree I will send
you a simplified version of the humanoid model with just 2 or 3 joints.

Cheers.
Alessandro

On Tue, Jan 18, 2011 at 7:08 PM, Michael Platings mplati...@gmail.comwrote:

 Great, I've bumped my submission so hopefully it'll be in osg trunk soon.
 Re: poses, they have been a complete nightmare to get working so far, and
 yet there are still a few cases that don't work. If you can find what's
 going on with humanoid.fbx then you'll be my hero! I may be able to help
 more if you can get a much simpler example that demonstrates the problem
 e.g. only one or two joints.


 On 18 January 2011 15:27, Alessandro Terenzi a.tere...@gmail.com wrote:

 Thank you very much Michael,
 your fix solved the timing issue.

 Any idea/suggestion about the wrong initial-pose problem? (it happen with
 the humanoid.fbx model available with the FBX SDK).

 Regards.
 Alessandro


 On Tue, Jan 18, 2011 at 11:12 AM, Michael Platings 
 mplati...@gmail.comwrote:

 Hi Alessandro,
 I posted a fix a while back that may solve the issue you're referring to.
 If it works for you then maybe with more prodding Cedric might accept it ;)
 Here it is again, attached


 On 17 January 2011 15:43, Alessandro Terenzi a.tere...@gmail.comwrote:

 Hi,
 no one else is experiencing the same problems with osgAnimation and the
 FBX plugin? I mean the 'initial-pose' issue (described in this thread) and
 the timing issue described in another post of mine.

 Cheers,
 Alessandro

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 http://forum.openscenegraph.org/viewtopic.php?p=35708#35708





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Re: [osg-users] FBX Plugin: animation speed not as expected...

2011-01-19 Thread Alessandro Terenzi
I'm sending a simplified version of humanoid.fbx. I could remove animations
for all the bones but I kept just two: LeftArmRoll and LeftForeArm (I'm
sending the file just to Michael because it is quite huge).

I could just delete animation keys but not the bones themselves because
without them the model would be messed up also in 3dsMax.

One last note, when you open the model (also the original one) in 3dsMax or
QuickTime everything works fine, but in 3dsMax you get the following
warnings:

*1) The following parent and/or ancestor node(s) is/are not part of the
BindPose definition.*
*-Humanoid:LeftHips_Dummy*
*-Humanoid:LeftArm_Dummy*
*-Humanoid:LeftShoulder_Dummy*
*-Humanoid:Spine_Dummy*
*-Humanoid:RightShoulder_Dummy*
*-Humanoid:RightHips_Dummy*
*-Humanoid:RightArm_Dummy*
*
*
*2) The following object(s) use a rotation limit mode that is not supported
by *
*3ds Max (UseLimitsForRotationSpaceOnly). The rotation limits for the
following *
*node(s) will be ignored : *
* -Humanoid:Spine_Dummy*
* -Humanoid:LeftShoulder_Dummy*
* -Humanoid:LeftArm_Dummy*
* -Humanoid:RightShoulder_Dummy*
* -Humanoid:RightArm_Dummy*
* -Humanoid:LeftHips_Dummy*
* -Humanoid:RightHips_Dummy*
*
*
*3) The Initial position (or Initial Pose) of the skinned objects is
missing. The plug-in will create a pose automatically but running
the 'Assume Skin Pose' command may create unexpected results.*

I guess that they can help you to better understand where the problem could
be.
Cheers.
Alessandro

On Wed, Jan 19, 2011 at 9:28 AM, Alessandro Terenzi a.tere...@gmail.comwrote:

 Hi Michael,
 I'll do my best to help in finding the problem and if you agree I will send
 you a simplified version of the humanoid model with just 2 or 3 joints.

 Cheers.
 Alessandro


 On Tue, Jan 18, 2011 at 7:08 PM, Michael Platings mplati...@gmail.comwrote:

 Great, I've bumped my submission so hopefully it'll be in osg trunk soon.
 Re: poses, they have been a complete nightmare to get working so far, and
 yet there are still a few cases that don't work. If you can find what's
 going on with humanoid.fbx then you'll be my hero! I may be able to help
 more if you can get a much simpler example that demonstrates the problem
 e.g. only one or two joints.


 On 18 January 2011 15:27, Alessandro Terenzi a.tere...@gmail.com wrote:

 Thank you very much Michael,
 your fix solved the timing issue.

 Any idea/suggestion about the wrong initial-pose problem? (it happen with
 the humanoid.fbx model available with the FBX SDK).

 Regards.
 Alessandro


 On Tue, Jan 18, 2011 at 11:12 AM, Michael Platings 
 mplati...@gmail.comwrote:

 Hi Alessandro,
 I posted a fix a while back that may solve the issue you're referring
 to. If it works for you then maybe with more prodding Cedric might accept 
 it
 ;)
 Here it is again, attached


 On 17 January 2011 15:43, Alessandro Terenzi a.tere...@gmail.comwrote:

 Hi,
 no one else is experiencing the same problems with osgAnimation and the
 FBX plugin? I mean the 'initial-pose' issue (described in this thread) and
 the timing issue described in another post of mine.

 Cheers,
 Alessandro

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 http://forum.openscenegraph.org/viewtopic.php?p=35708#35708





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Re: [osg-users] FBX Plugin: animation speed not as expected...

2011-01-18 Thread Michael Platings
Hi Alessandro,
I posted a fix a while back that may solve the issue you're referring to. If
it works for you then maybe with more prodding Cedric might accept it ;)
Here it is again, attached

On 17 January 2011 15:43, Alessandro Terenzi a.tere...@gmail.com wrote:

 Hi,
 no one else is experiencing the same problems with osgAnimation and the FBX
 plugin? I mean the 'initial-pose' issue (described in this thread) and the
 timing issue described in another post of mine.

 Cheers,
 Alessandro

 --
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 http://forum.openscenegraph.org/viewtopic.php?p=35708#35708





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/*  -*-c++-*- 
 *  Copyright (C) 2008 Cedric Pinson cedric.pin...@plopbyte.net
 *
 * This library is open source and may be redistributed and/or modified under  
 * the terms of the OpenSceneGraph Public License (OSGPL) version 0.0 or 
 * (at your option) any later version.  The full license is in LICENSE file
 * included with this distribution, and on the openscenegraph.org website.
 * 
 * This library is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the 
 * OpenSceneGraph Public License for more details.
*/

#include osgAnimation/Animation

using namespace osgAnimation;

Animation::Animation(const osgAnimation::Animation anim, const osg::CopyOp copyop): osg::Object(anim, copyop),
_duration(anim._duration),
_originalDuration(anim._originalDuration),
_weight(anim._weight),
_startTime(anim._startTime),
_playmode(anim._playmode)
{
const ChannelList cl = anim.getChannels();
for (ChannelList::const_iterator it = cl.begin(); it != cl.end(); ++it)
{
addChannel(it-get()-clone());
}
}


void Animation::addChannel(Channel* pChannel)
{
_channels.push_back(pChannel);
if (_duration == _originalDuration)
computeDuration();
else
_originalDuration = computeDurationFromChannels();
}

double Animation::computeDurationFromChannels() const
{
double tmin = 1e5;
double tmax = -1e5;
ChannelList::const_iterator chan;
for( chan=_channels.begin(); chan!=_channels.end(); chan++ )
{
float min = (*chan)-getStartTime();
if (min  tmin)
tmin = min;
float max = (*chan)-getEndTime();
if (max  tmax)
tmax = max;
}
return tmax-tmin;
}

void Animation::computeDuration()
{
_duration = computeDurationFromChannels();
_originalDuration = _duration;
}

osgAnimation::ChannelList Animation::getChannels()
{
return _channels;
}

const osgAnimation::ChannelList Animation::getChannels() const
{
return _channels;
}


void Animation::setDuration(double duration)
{
_originalDuration = computeDurationFromChannels();
_duration = duration;
}

double Animation::getDuration() const
{
return _duration;
}

float Animation::getWeight () const
{
return _weight;
}

void Animation::setWeight (float weight)
{
_weight = weight;
}

bool Animation::update (double time, int priority)
{
if (!_duration) // if not initialized then do it
computeDuration();

double ratio = _originalDuration / _duration;

double t = (time - _startTime) * ratio;
switch (_playmode) 
{
case ONCE:
if (t  _originalDuration)
return false;
break;
case STAY:
if (t  _originalDuration)
t = _originalDuration;
break;
case LOOP:
if (!_originalDuration)
t = _startTime;
else if (t  _originalDuration)
t = fmod(t, _originalDuration);
//  std::cout  t   t   duration   _duration  std::endl;
break;
case PPONG: 
if (!_originalDuration)
t = _startTime;
else 
{
int tt = (int) (t / _originalDuration);
t = fmod(t, _originalDuration);
if (tt%2)
t = _originalDuration - t;
}
break;
}

ChannelList::const_iterator chan;
for( chan=_channels.begin(); chan!=_channels.end(); ++chan)
{
(*chan)-update(t, _weight, priority);
}
return true;
}

void Animation::resetTargets()
{
ChannelList::const_iterator chan;
for( chan=_channels.begin(); chan!=_channels.end(); ++chan)
(*chan)-reset();
}
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Re: [osg-users] FBX Plugin: animation speed not as expected...

2011-01-18 Thread Alessandro Terenzi
Thank you very much Michael,
your fix solved the timing issue.

Any idea/suggestion about the wrong initial-pose problem? (it happen with
the humanoid.fbx model available with the FBX SDK).

Regards.
Alessandro

On Tue, Jan 18, 2011 at 11:12 AM, Michael Platings mplati...@gmail.comwrote:

 Hi Alessandro,
 I posted a fix a while back that may solve the issue you're referring to.
 If it works for you then maybe with more prodding Cedric might accept it ;)
 Here it is again, attached


 On 17 January 2011 15:43, Alessandro Terenzi a.tere...@gmail.com wrote:

 Hi,
 no one else is experiencing the same problems with osgAnimation and the
 FBX plugin? I mean the 'initial-pose' issue (described in this thread) and
 the timing issue described in another post of mine.

 Cheers,
 Alessandro

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=35708#35708





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Re: [osg-users] FBX Plugin: animation speed not as expected...

2011-01-18 Thread Michael Platings
Great, I've bumped my submission so hopefully it'll be in osg trunk soon.
Re: poses, they have been a complete nightmare to get working so far, and
yet there are still a few cases that don't work. If you can find what's
going on with humanoid.fbx then you'll be my hero! I may be able to help
more if you can get a much simpler example that demonstrates the problem
e.g. only one or two joints.

On 18 January 2011 15:27, Alessandro Terenzi a.tere...@gmail.com wrote:

 Thank you very much Michael,
 your fix solved the timing issue.

 Any idea/suggestion about the wrong initial-pose problem? (it happen with
 the humanoid.fbx model available with the FBX SDK).

 Regards.
 Alessandro


 On Tue, Jan 18, 2011 at 11:12 AM, Michael Platings mplati...@gmail.comwrote:

 Hi Alessandro,
 I posted a fix a while back that may solve the issue you're referring to.
 If it works for you then maybe with more prodding Cedric might accept it ;)
 Here it is again, attached


 On 17 January 2011 15:43, Alessandro Terenzi a.tere...@gmail.com wrote:

 Hi,
 no one else is experiencing the same problems with osgAnimation and the
 FBX plugin? I mean the 'initial-pose' issue (described in this thread) and
 the timing issue described in another post of mine.

 Cheers,
 Alessandro

 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=35708#35708





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Re: [osg-users] FBX Plugin: animation speed not as expected...

2011-01-17 Thread Alessandro Terenzi
Hi,
no one else is experiencing the same problems with osgAnimation and the FBX 
plugin? I mean the 'initial-pose' issue (described in this thread) and the 
timing issue described in another post of mine.

Cheers,
Alessandro

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Re: [osg-users] FBX Plugin: animation speed not as expected...

2011-01-03 Thread Alessandro Terenzi
Hi everybody,
I'm still testing the FBX plugin but I'm still experiencing problems with
animations. The humanoid.fbx test model that comes with the FBX SDK 2011.3
is displayed incorrectly by osgviewer and by osganimationviewer too (OSG
2.9.10).

In order to try to understand where the problem is, I tried to simplify the
animation (I removed everything but the left arm animation) but, since I'm
not confortable with osgAnimation yet, I still cannot figure out the cause
of this issue.

The only thing I can think of, is that the model seems to miss an 'initial
pose' (at least this is the warning that I get if I try to import the model
in 3dsMax) but anyway 3dsMax, Motion Builder and QuickTime display it
correctly. 3dsMax warns me that it will try to 'guess' the initial pose and
actually it manage to set the correct one.

Could the problem be related to a missing 'initial pose'? Maybe if such an
'initial pose' is missing then the model's starting position is messed up
and so, when we play the animation, everything is messed up too. Any ideas?

One more thing I've found out is that if I comment the following line:

vi.push_back(osgAnimation::VertexIndexWeight(gi.second, weight));

in fbxRMesh.cpp then the humanoid mesh is displayed correctly (of course
without animations) and the mesh rests in the 'arms spread' pose. Maybe
there is somthing happening when setting the initial pose weights? Still
guessing...

Cheers.
Alessandro
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Re: [osg-users] FBX Plugin: animation speed not as expected...

2010-07-13 Thread Salomon, Brian D
Hi Alessandro and Michael,

I have similar timing-related playback errors on a multi-take FBX exported from 
MotionBuilder.

Playback in: OSG 2.9.8
OSG FBX plugin built with: FBX Sdk 2011.2: fbxsdk_md2005.lib / 
fbxsdk_md2005d.lib
FBX exported from: MotionBuilder 2011

QuickTime can move between all twenty(ish) animation takes and play them with 
proper timing.  The only oddity is that after each animation plays, there is a 
variable length dead space on the playback timeline in which the model does not 
move.  For example, the first 40% of playback is animated normally, then it 
stays in a static pose for the remaining 60% of the timeline.

Playback is different using the osgViewer modified for FBX playbacks and 
changing takes/animations when a key is pressed.  Calling playAnimation() moves 
the character to the correct initial pose but he does not move.  In the 
debugger, the animation durations appear correct (e.g., 12 seconds) but for 
most takes the model is motionless the whole time.  For a few takes, after a 
long pause the model eventually runs part of the animation at very high-speed, 
in the way that Alessandro's 3-bouncing-balls model played at high speed.  Then 
even these return to a static pose for the remainder of their play time.

My best guess is the timing is thrown off and this is somehow compounded across 
takes.  The plugin has FPS hard-coded to 25 fps so we tried exporting at both 
25 fps and 30 fps with only slightly varying results.

I can email a sample file to demonstrate this (~15 MB).

Thanks,
Brian


From: osg-users-boun...@lists.openscenegraph.org 
[mailto:osg-users-boun...@lists.openscenegraph.org] On Behalf Of Alessandro 
Terenzi
Sent: Friday, July 09, 2010 6:56 AM
To: OpenSceneGraph Users
Subject: EXTERNAL: Re: [osg-users] FBX Plugin: animation speed not as 
expected...

I've downloaded the latest source code of the FBX plugin and osgAnimation from 
svn but, I'm still experiencing different playback speed with respect to 
QuickTime moreover I have also problems with the animations themselves.

As I said I'm using the latest code for FBX plugin and osgAnimation, on the 
other hand I'm using OSG 2.9.6 for all other plugins and libraries, so my 
question is: beyond the FBX plugin itself and osgAnimation what else could 
cause the problems with animations I'm experiencing? (ie not only speed, but 
also wrong/bad animation playback in general)

By the way, I tried with both QuickTime and the ViewScene example that comes 
with the FBX SDK, they both play every model correctly. Talking about test 
models, I tryed:

humanoid.fbx: model messed up during animation
the 3-bouncing-balls model (sent to Michael some days ago): animation played at 
exagerated speed

and now I have two more humanoid models one of which has the same problems of 
humanoid.fbx and the other seems to be missing some starting and ending frames. 
I'm going to send them to Michael.

Regards.
Alessandro

On Thu, Jul 8, 2010 at 9:35 AM, Alessandro Terenzi 
a.tere...@gmail.commailto:a.tere...@gmail.com wrote:
Ok, thanks Michael, I will double check that I'm really using the latest source 
code for both the FBX plugin and osgAnimation.

Regards.
Alessandro
On Wed, Jul 7, 2010 at 6:54 PM, Michael Platings 
mplati...@gmail.commailto:mplati...@gmail.com wrote:
Hi Alessandro, I can't reproduce the problem so I don't know why you're seeing 
that, sorry.
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Re: [osg-users] FBX Plugin: animation speed not as expected...

2010-07-09 Thread Alessandro Terenzi
I've downloaded the latest source code of the FBX plugin and osgAnimation
from svn but, I'm still experiencing different playback speed with respect
to QuickTime moreover I have also problems with the animations themselves.

As I said I'm using the latest code for FBX plugin and osgAnimation, on the
other hand I'm using OSG 2.9.6 for all other plugins and libraries, so my
question is: beyond the FBX plugin itself and osgAnimation what else could
cause the problems with animations I'm experiencing? (ie not only speed, but
also wrong/bad animation playback in general)

By the way, I tried with both QuickTime and the ViewScene example that comes
with the FBX SDK, they both play every model correctly. Talking about test
models, I tryed:

humanoid.fbx: model messed up during animation
the 3-bouncing-balls model (sent to Michael some days ago): animation played
at exagerated speed

and now I have two more humanoid models one of which has the same problems
of humanoid.fbx and the other seems to be missing some starting and ending
frames. I'm going to send them to Michael.

Regards.
Alessandro


On Thu, Jul 8, 2010 at 9:35 AM, Alessandro Terenzi a.tere...@gmail.comwrote:

 Ok, thanks Michael, I will double check that I'm really using the latest
 source code for both the FBX plugin and osgAnimation.

 Regards.
 Alessandro

 On Wed, Jul 7, 2010 at 6:54 PM, Michael Platings mplati...@gmail.comwrote:

 Hi Alessandro, I can't reproduce the problem so I don't know why you're
 seeing that, sorry.

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Re: [osg-users] FBX Plugin: animation speed not as expected...

2010-07-08 Thread Alessandro Terenzi
Ok, thanks Michael, I will double check that I'm really using the latest
source code for both the FBX plugin and osgAnimation.

Regards.
Alessandro

On Wed, Jul 7, 2010 at 6:54 PM, Michael Platings mplati...@gmail.comwrote:

 Hi Alessandro, I can't reproduce the problem so I don't know why you're
 seeing that, sorry.

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Re: [osg-users] FBX Plugin: animation speed not as expected...

2010-07-07 Thread Michael Platings
Hi Alessandro, I can't reproduce the problem so I don't know why you're
seeing that, sorry.
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Re: [osg-users] FBX Plugin: animation speed not as expected...

2010-07-05 Thread Michael Platings
Hi Alessandro, playback should work at normal speed without any special
configuration. If you're still having issues please send me a sample file
and I'll have a look. Thanks

On 2 July 2010 17:24, Alessandro Terenzi a.tere...@gmail.com wrote:

 I'm having a problem about a simple model whose animation is played
 differently in Quicktime and OSG (both my OSG build (2.9.7) and Quicktime
 are using FBX SDK 2011.2).

 I'm attacching the model: 3 balls bouncing with different timing each, but
 while in Quicktime the animation is played at the expected speed, in OSG it
 seems that the animation speed is very very fast (the model has been
 exported from Maya).

 Is there something I'm supposed to do in order to have the same expected
 playback speed? Or is there an issue with the FBX plugin?
 Thanks.
 Alessandro

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Re: [osg-users] FBX Plugin: animation speed not as expected...

2010-07-05 Thread Jean-Sébastien Guay

Hi Michael,


Hi Alessandro, playback should work at normal speed without any special
configuration. If you're still having issues please send me a sample
file and I'll have a look. Thanks


Perhaps you didn't see it, but he did :-)

See file balls_01.zip attached to the first post.

J-S
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Re: [osg-users] FBX Plugin: animation speed not as expected...

2010-07-05 Thread Michael Platings
Oops missed that. Thanks, I'll be able to have a look in the next day or 2

On 5 July 2010 14:00, Jean-Sébastien Guay
jean-sebastien.g...@cm-labs.comwrote:

 Hi Michael,


  Hi Alessandro, playback should work at normal speed without any special
 configuration. If you're still having issues please send me a sample
 file and I'll have a look. Thanks


 Perhaps you didn't see it, but he did :-)

 See file balls_01.zip attached to the first post.

 J-S
 --
 __
 Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
   http://www.cm-labs.com/
http://whitestar02.webhop.org/

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