Re: [osg-users] animtk release 0.0.9 - Win32 SUCCESS

2008-11-05 Thread Cedric Pinson

Hi,

Sorry i misunderstood, yes you can do it like you describe.

Cheers,
Cedric

Sukender wrote:

Hi again,

Err... I think I missed something. What I plan to do is:
- Check out osgWidget-dev branch
- Use osgAnimation from the branch in my project (under Win32)
- Send back *potential* modifications as an archive of modified sources on the 
"osg-submissions" list. These sources would always be made from the HEAD 
revision, since I only have to update my working copy.

Is that okay for both of you?

Sincerely,

  


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Re: [osg-users] animtk release 0.0.9 - Win32 SUCCESS

2008-11-04 Thread Sukender
Hi again,

Err... I think I missed something. What I plan to do is:
- Check out osgWidget-dev branch
- Use osgAnimation from the branch in my project (under Win32)
- Send back *potential* modifications as an archive of modified sources on the 
"osg-submissions" list. These sources would always be made from the HEAD 
revision, since I only have to update my working copy.

Is that okay for both of you?

Sincerely,

-- 
Sukender


Le Tue, 04 Nov 2008 20:31:51 +0100, Cedric Pinson <[EMAIL PROTECTED]> a écrit:

> Hi Sukender,
> The only risk you add if you dont use the osgWidget branch or my
> mercurial repository is to patch something outdated. if you are
> interested by those functionnalities i suggest to use this branch.
> osgAnimation is very young and will move quickly, so i suppose there is
> a lot of chance you patch something outdated if you dont use our branch.
>
> Cheers,
> Cedric
>
> Sukender wrote:
>>> Just keep in mind that while I update the osgWidget branch pretty
>>> frequently, I only sync with trunk every 2 weeks or so. With Cedric
>>> committing there now too, you're bound to see updates every day...
>>>
>>
>> I understand that getting a modified source of the HEAD revision is better 
>> than an older one, but just for confirmation: is there any problem for you 
>> if I send modified sources from, say, "HEAD-1" or "HEAD-2"?
>> Anyway, I'll update as much as possible.

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Re: [osg-users] animtk release 0.0.9 - Win32 SUCCESS

2008-11-04 Thread Cedric Pinson

Hi Sukender,
The only risk you add if you dont use the osgWidget branch or my 
mercurial repository is to patch something outdated. if you are 
interested by those functionnalities i suggest to use this branch.
osgAnimation is very young and will move quickly, so i suppose there is 
a lot of chance you patch something outdated if you dont use our branch.


Cheers,
Cedric

Sukender wrote:

Just keep in mind that while I update the osgWidget branch pretty
frequently, I only sync with trunk every 2 weeks or so. With Cedric
committing there now too, you're bound to see updates every day...



I understand that getting a modified source of the HEAD revision is better than an older one, but 
just for confirmation: is there any problem for you if I send modified sources from, say, 
"HEAD-1" or "HEAD-2"?
Anyway, I'll update as much as possible.

  


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Re: [osg-users] animtk release 0.0.9 - Win32 SUCCESS

2008-11-04 Thread Sukender
> Just keep in mind that while I update the osgWidget branch pretty
> frequently, I only sync with trunk every 2 weeks or so. With Cedric
> committing there now too, you're bound to see updates every day...

I understand that getting a modified source of the HEAD revision is better than 
an older one, but just for confirmation: is there any problem for you if I send 
modified sources from, say, "HEAD-1" or "HEAD-2"?
Anyway, I'll update as much as possible.

-- 
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Re: [osg-users] animtk release 0.0.9 - Win32 SUCCESS

2008-11-04 Thread Sukender
Hi Cedric,

> The way to proceed to commit fix is to submit on osg-submissions.
That's ok. I'm registered now.

> I added your modification on the http://hg.plopbyte.net/osg-branch/
> and the osgWidget branch.

Err... I think I'm going to work on the osgWidget branch, simply because I'm 
used to work with SVN :) I hope that's okay for you.
I think I'll try to work on it tonight (>23:00 GMT +2), but that's on my spare 
time...

Sincerely,

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Re: [osg-users] animtk release 0.0.9

2008-11-04 Thread Robert Osfield
Hi Cedirc,

On Tue, Nov 4, 2008 at 3:49 PM, Cedric Pinson <[EMAIL PROTECTED]> wrote:
>> I don't know what you mean by this, could you explain which "animation
>> viewer feature" would be.
>>
>
> Select an animation and play/pause it, and visualize more animation at the
> same time. Like a timeline
> viewer of differents animation at the same time. It's not yet like that but
> i would like.

Thanks for the explanation.  For now this is something that really
belongs in a osganimation* example.


>> If the code only temporary has temporary residence then perhaps just
>> keep it separate from the OSG source tree.
>>
>> You provide a URL pointer to this body of code?
>>
>
> The code is currently http://hg.plopbyte.net/animtk/file/b2f4af457ca5/tools/
> but i will move it in my osg-branch even if it's not yet push in the truck.
> Mybe it should be another project, i will think about it.

Thanks for the link.  So the extension to Blending is pure python
scripts, which means that the OSG build system itself needn't compile
anything new.  However, perhaps this is something you'd want
installed, but this would make Blender an optional dependency of the
OSG, for distributions like Debian or Fedora it would put them in an
interesting position w.r.t dependencies of the OSG - it would really
require this part to installed separately.

Given that the python scripts don't directly link to the OSG adding
these scripts to Blender wouldn't add an extra dependency to it,
rather just a capability.  Would the Blender team be open to taking on
this code, perhaps offers from the OSG community to become maintainers
on their behalf would be appropriate.

Robert.
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Re: [osg-users] animtk release 0.0.9 - Win32 SUCCESS

2008-11-04 Thread Cedric Pinson

Hu Sukender,
Good to hear that.
I will take care to sync my branch with the osgWidget as soon as possible.

Cheer,
Cedric

Sukender wrote:

Hi Cedric,

  

The way to proceed to commit fix is to submit on osg-submissions.


That's ok. I'm registered now.

  

I added your modification on the http://hg.plopbyte.net/osg-branch/
and the osgWidget branch.



Err... I think I'm going to work on the osgWidget branch, simply because I'm 
used to work with SVN :) I hope that's okay for you.
I think I'll try to work on it tonight (>23:00 GMT +2), but that's on my spare 
time...

Sincerely,

  


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Re: [osg-users] animtk release 0.0.9 - Win32 SUCCESS

2008-11-04 Thread Jeremy Moles
On Tue, 2008-11-04 at 17:30 +0100, Sukender wrote:
> Hi Cedric,
> 
> > The way to proceed to commit fix is to submit on osg-submissions.
> That's ok. I'm registered now.
> 
> > I added your modification on the http://hg.plopbyte.net/osg-branch/
> > and the osgWidget branch.
> 
> Err... I think I'm going to work on the osgWidget branch, simply because I'm 
> used to work with SVN :) I hope that's okay for you.
> I think I'll try to work on it tonight (>23:00 GMT +2), but that's on my 
> spare time...

Just keep in mind that while I update the osgWidget branch pretty
frequently, I only sync with trunk every 2 weeks or so. With Cedric
committing there now too, you're bound to see updates every day...

> Sincerely.
> 

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Re: [osg-users] animtk release 0.0.9

2008-11-04 Thread Cedric Pinson

Hi Robert

Robert Osfield wrote:

Hi Cedric,

On Tue, Nov 4, 2008 at 1:42 PM, Cedric Pinson <[EMAIL PROTECTED]> wrote:
  

What other components are you thinking of?

  

there is a some examples, so i know where to put it, there is also an
animation viewer but i guess i will put it in example,



Examples should just go straight into the OpenSceneGraph/examples
directory alongside all the others.
  

Yes
  

and then when osgAnimation will be more stable we could add animation viewer
feature in osgViewer application ?



I don't know what you mean by this, could you explain which "animation
viewer feature" would be.
  
Select an animation and play/pause it, and visualize more animation at 
the same time. Like a timeline
viewer of differents animation at the same time. It's not yet like that 
but i would like.


  

The exporter is for blender, it's a directory that contains differents
python file. It works for animation and for non animation use.
I will add it in my osg-branch because there are some test inside and it has
to be updated with osgAnimation. I will not commit it
on the osgWidget branch yet because i dont know if you want to add it in the
tree or not.
I am in contact with blender dev, so i will try to make it include in the
blender distribution. But anyway i have to put it somewhere
to develop on itm so it will be on osg-branch
http://hg.plopbyte.net/osg-branch/ to start.



If the code only temporary has temporary residence then perhaps just
keep it separate from the OSG source tree.

You provide a URL pointer to this body of code?
  
The code is currently 
http://hg.plopbyte.net/animtk/file/b2f4af457ca5/tools/ but i will move 
it in my osg-branch even if it's not yet push in the truck.

Mybe it should be another project, i will think about it.

Robert.
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Re: [osg-users] animtk release 0.0.9

2008-11-04 Thread Robert Osfield
On Tue, Nov 4, 2008 at 2:46 PM, Jeremy Moles <[EMAIL PROTECTED]> wrote:
>> > What other components are you thinking of?
>
> Morph animations! :) (Imagine a character "breathing", where no skeletal
> animation takes place but vertexes are displaced arbitrarily.) I know
> osgAnimation will support this one day--even if I have to add it
> myself--but it may not be anytime soon.

This would just part of osgAnimation.

> Well, I've always wanted to make a standard GUI module for the viewer;
> something that would let you rotate, scale, and zoom the view, return
> home, change the state, etc. from an osgWidget-built interface (and
> demonstrate the usage of osgWidget). If I can finish this, we could also
> add animation support to it, if osgAnimation objects exist in the scene
> graph.

This would be a nice demo of osgWidget, it's rather orthogonal to the
osgAnimation though, and not something that will affect the pace of
osgAnimation integration.

> A great deal of the power of using osgAnimation currently comes from the
> very well written exporter--probably one of the better Blender ones that
> exist. It would be a shame if this couldn't find a home in OSG SVN, but
> then again I do understand if it is a bit out-of-place.

I haven't seen the code at all, nor how it'd be used by end users so I
can't really comment on it.  If it's appropriate then it could
certainly make it into OSG SVN or a sister project alongside the
OpenSceneGraph itself.  Until I know more about the exporter and how
it'll be used I can't really make a call on this.

Robert.
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Re: [osg-users] animtk release 0.0.9 - Win32 SUCCESS

2008-11-04 Thread Cedric Pinson

Hi Sukender,
The way to proceed to commit fix is to submit on osg-submissions. I 
added your modification on the http://hg.plopbyte.net/osg-branch/ and 
the osgWidget branch.


Cheers,
Cedric

Sukender wrote:

Great. As soon as it's okay, I'm going to learn/work with osgATK from the 
branch (but I'll still use OSG from a dev release, such as 2.7.4).
And about this... Who have rights for writing on this branch? Can I, or may I 
send contribution to osg-submissions such as described in the web site?
Thanks.

Sincerly,

  


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Re: [osg-users] animtk release 0.0.9

2008-11-04 Thread Jeremy Moles
On Tue, 2008-11-04 at 14:42 +0100, Cedric Pinson wrote:
> Hi Robert,
> 
> Robert Osfield wrote:
> > Hi Cedric,
> >
> > On Mon, Nov 3, 2008 at 9:20 PM, Cedric Pinson <[EMAIL PROTECTED]> wrote:
> >   
> >> I put osgAnimation in the svn osgwidget branch and i have a version to try.
> >> I think to work with mercurial then i will get and push my change to the
> >> osgWidget branch, it's easy for me and does not require an extra svn 
> >> branch.
> >> For people interested the mercurial repository is
> >> http://hg.plopbyte.net/osg-branch/  ( hg clone
> >> http://hg.plopbyte.net/osg-branch/ )
> >> 
> >
> > Excellent, I've just had a browse, it's looking much closer to being
> > ready to merge - the exports are now in place, it's part on the OSG
> > structure.   I haven't tested any of it yet... but that will come
> > next.
> >
> > Do you have any examples or .osg files that demonstrate osgAnimation in 
> > action?
> >   
> Yes i have to regenerate example from the new exporter, but i dont know 
> where to commit example

I think these should go in the OSG-Data repo, or whatever it's called.

> > During my quick browse through your online source I noticed that the
> > include/osgAnimation/NodeVisitor file contains a LinkVisitor class
> > that subclasses from osg::NodeVisitor.  This file would be better
> > called include/osgAnimation/LinkVisitor.
> >   
> Ok i will rename it
> >   
> >> Right now it contains only the library and the plugins to read it. I need a
> >> bit of work to add other component. I decided to let the scheduler in the
> >> current state even if there will be a new one (i guess after the 2.8
> >> release). So osgAnimation should be considered as beta.
> >> 
> >
> > What other components are you thinking of?

Morph animations! :) (Imagine a character "breathing", where no skeletal
animation takes place but vertexes are displaced arbitrarily.) I know
osgAnimation will support this one day--even if I have to add it
myself--but it may not be anytime soon.

> there is a some examples, so i know where to put it, there is also an 
> animation viewer but i guess i will put it in example,
> and then when osgAnimation will be more stable we could add animation 
> viewer feature in osgViewer application ?

Well, I've always wanted to make a standard GUI module for the viewer;
something that would let you rotate, scale, and zoom the view, return
home, change the state, etc. from an osgWidget-built interface (and
demonstrate the usage of osgWidget). If I can finish this, we could also
add animation support to it, if osgAnimation objects exist in the scene
graph.

> >   
> >> I have a few question about the exporter, where should i put it in the osg
> >> tree ?
> >> 
> >
> > What form does the exporter take?  Is it a plugin to one of the modelling 
> > tools?
> >   
> The exporter is for blender, it's a directory that contains differents 
> python file. It works for animation and for non animation use.
> I will add it in my osg-branch because there are some test inside and it 
> has to be updated with osgAnimation. I will not commit it
> on the osgWidget branch yet because i dont know if you want to add it in 
> the tree or not.
> I am in contact with blender dev, so i will try to make it include in 
> the blender distribution. But anyway i have to put it somewhere
> to develop on itm so it will be on osg-branch 
> http://hg.plopbyte.net/osg-branch/ to start.

A great deal of the power of using osgAnimation currently comes from the
very well written exporter--probably one of the better Blender ones that
exist. It would be a shame if this couldn't find a home in OSG SVN, but
then again I do understand if it is a bit out-of-place.

> Cheers,
> Cedric
> 
> > Robert.
> > ___
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> >   
> 

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Re: [osg-users] animtk release 0.0.9

2008-11-04 Thread Robert Osfield
Hi Cedric,

On Tue, Nov 4, 2008 at 1:42 PM, Cedric Pinson <[EMAIL PROTECTED]> wrote:
>> What other components are you thinking of?
>>
>
> there is a some examples, so i know where to put it, there is also an
> animation viewer but i guess i will put it in example,

Examples should just go straight into the OpenSceneGraph/examples
directory alongside all the others.

> and then when osgAnimation will be more stable we could add animation viewer
> feature in osgViewer application ?

I don't know what you mean by this, could you explain which "animation
viewer feature" would be.


> The exporter is for blender, it's a directory that contains differents
> python file. It works for animation and for non animation use.
> I will add it in my osg-branch because there are some test inside and it has
> to be updated with osgAnimation. I will not commit it
> on the osgWidget branch yet because i dont know if you want to add it in the
> tree or not.
> I am in contact with blender dev, so i will try to make it include in the
> blender distribution. But anyway i have to put it somewhere
> to develop on itm so it will be on osg-branch
> http://hg.plopbyte.net/osg-branch/ to start.

If the code only temporary has temporary residence then perhaps just
keep it separate from the OSG source tree.

You provide a URL pointer to this body of code?

Robert.
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Re: [osg-users] animtk release 0.0.9

2008-11-04 Thread Cedric Pinson

Hi Robert,

Robert Osfield wrote:

Hi Cedric,

On Mon, Nov 3, 2008 at 9:20 PM, Cedric Pinson <[EMAIL PROTECTED]> wrote:
  

I put osgAnimation in the svn osgwidget branch and i have a version to try.
I think to work with mercurial then i will get and push my change to the
osgWidget branch, it's easy for me and does not require an extra svn branch.
For people interested the mercurial repository is
http://hg.plopbyte.net/osg-branch/  ( hg clone
http://hg.plopbyte.net/osg-branch/ )



Excellent, I've just had a browse, it's looking much closer to being
ready to merge - the exports are now in place, it's part on the OSG
structure.   I haven't tested any of it yet... but that will come
next.

Do you have any examples or .osg files that demonstrate osgAnimation in action?
  
Yes i have to regenerate example from the new exporter, but i dont know 
where to commit example

During my quick browse through your online source I noticed that the
include/osgAnimation/NodeVisitor file contains a LinkVisitor class
that subclasses from osg::NodeVisitor.  This file would be better
called include/osgAnimation/LinkVisitor.
  

Ok i will rename it
  

Right now it contains only the library and the plugins to read it. I need a
bit of work to add other component. I decided to let the scheduler in the
current state even if there will be a new one (i guess after the 2.8
release). So osgAnimation should be considered as beta.



What other components are you thinking of?
  
there is a some examples, so i know where to put it, there is also an 
animation viewer but i guess i will put it in example,
and then when osgAnimation will be more stable we could add animation 
viewer feature in osgViewer application ?
  

I have a few question about the exporter, where should i put it in the osg
tree ?



What form does the exporter take?  Is it a plugin to one of the modelling tools?
  
The exporter is for blender, it's a directory that contains differents 
python file. It works for animation and for non animation use.
I will add it in my osg-branch because there are some test inside and it 
has to be updated with osgAnimation. I will not commit it
on the osgWidget branch yet because i dont know if you want to add it in 
the tree or not.
I am in contact with blender dev, so i will try to make it include in 
the blender distribution. But anyway i have to put it somewhere
to develop on itm so it will be on osg-branch 
http://hg.plopbyte.net/osg-branch/ to start.


Cheers,
Cedric


Robert.
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Re: [osg-users] animtk release 0.0.9

2008-11-04 Thread Robert Osfield
Hi Cedric,

On Mon, Nov 3, 2008 at 9:20 PM, Cedric Pinson <[EMAIL PROTECTED]> wrote:
> I put osgAnimation in the svn osgwidget branch and i have a version to try.
> I think to work with mercurial then i will get and push my change to the
> osgWidget branch, it's easy for me and does not require an extra svn branch.
> For people interested the mercurial repository is
> http://hg.plopbyte.net/osg-branch/  ( hg clone
> http://hg.plopbyte.net/osg-branch/ )

Excellent, I've just had a browse, it's looking much closer to being
ready to merge - the exports are now in place, it's part on the OSG
structure.   I haven't tested any of it yet... but that will come
next.

Do you have any examples or .osg files that demonstrate osgAnimation in action?

During my quick browse through your online source I noticed that the
include/osgAnimation/NodeVisitor file contains a LinkVisitor class
that subclasses from osg::NodeVisitor.  This file would be better
called include/osgAnimation/LinkVisitor.

> Right now it contains only the library and the plugins to read it. I need a
> bit of work to add other component. I decided to let the scheduler in the
> current state even if there will be a new one (i guess after the 2.8
> release). So osgAnimation should be considered as beta.

What other components are you thinking of?

> I have a few question about the exporter, where should i put it in the osg
> tree ?

What form does the exporter take?  Is it a plugin to one of the modelling tools?

Robert.
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Re: [osg-users] animtk release 0.0.9 - Win32 SUCCESS

2008-11-04 Thread Sukender
Great. As soon as it's okay, I'm going to learn/work with osgATK from the 
branch (but I'll still use OSG from a dev release, such as 2.7.4).
And about this... Who have rights for writing on this branch? Can I, or may I 
send contribution to osg-submissions such as described in the web site?
Thanks.

Sincerly,

-- 
Sukender


Le Tue, 04 Nov 2008 01:33:52 +0100, Cedric Pinson <[EMAIL PROTECTED]> a écrit:

> Thank you for you report.
> I will check and report modification on the osg branch
>
> Cheers,
> Cedric

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Re: [osg-users] animtk release 0.0.9 - Win32 SUCCESS

2008-11-03 Thread Cedric Pinson

Thank you for you report.
I will check and report modification on the osg branch

Cheers,
Cedric

Sukender wrote:

I just acheived a first success to compile osgATK and run osgATK examples under 
Windows.
- "solid" works.
- "animSkinning" displays something but the console continuously says "Channel 
rotation does not contain a valid symbolic name for this class".
- "benchmark" runs but displays nothing and exits after a while... Maybe it's 
okay for a benchmark!
- "osgnode" and "osgnodeMakePath" crach in "setupAnimtkNode()" (Stack 
corruption).
- "AnimtkViewer" works, and examples seem to work (Except "Jansens" and 
"example" that don't seem to move).

I compiled the last package (animTK 0.0.9) against OSG 2.7.1 under VC8 SP1 
(Express).
Modified source is in the message, or at 
http://sukender.free.fr/pvle/files/animtk-0.0.9_modified_Sukender.7z (but maybe 
not forever!). Notes are included in the archive.

I suggest Cédric to integrate changes, and Um?t Uzun to try testing... Have fun 
with animTK under Win32!
See you soon!

  



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Re: [osg-users] animtk release 0.0.9 - Win32 SUCCESS

2008-11-03 Thread Sukender
I just acheived a first success to compile osgATK and run osgATK examples under 
Windows.
- "solid" works.
- "animSkinning" displays something but the console continuously says "Channel 
rotation does not contain a valid symbolic name for this class".
- "benchmark" runs but displays nothing and exits after a while... Maybe it's 
okay for a benchmark!
- "osgnode" and "osgnodeMakePath" crach in "setupAnimtkNode()" (Stack 
corruption).
- "AnimtkViewer" works, and examples seem to work (Except "Jansens" and 
"example" that don't seem to move).

I compiled the last package (animTK 0.0.9) against OSG 2.7.1 under VC8 SP1 
(Express).
Modified source is in the message, or at 
http://sukender.free.fr/pvle/files/animtk-0.0.9_modified_Sukender.7z (but maybe 
not forever!). Notes are included in the archive.

I suggest Cédric to integrate changes, and Um?t Uzun to try testing... Have fun 
with animTK under Win32!
See you soon!

-- 
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animtk-0.0.9_modified_Sukender.7z
Description: Binary data
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Re: [osg-users] animtk release 0.0.9

2008-11-03 Thread Cedric Pinson

Hi Robert,

I put osgAnimation in the svn osgwidget branch and i have a version to 
try. I think to work with mercurial then i will get and push my change 
to the osgWidget branch, it's easy for me and does not require an extra 
svn branch. For people interested the mercurial repository is 
http://hg.plopbyte.net/osg-branch/  ( hg clone 
http://hg.plopbyte.net/osg-branch/ )


Right now it contains only the library and the plugins to read it. I 
need a bit of work to add other component. I decided to let the 
scheduler in the current state even if there will be a new one (i guess 
after the 2.8 release). So osgAnimation should be considered as beta.


I have a few question about the exporter, where should i put it in the 
osg tree ?



The pkg-config issue is fixed.

Cheers,
Cedric

Sukender wrote:

I agree: pkg-config should be replaced by a CMake "find module" for appropriate 
libs (that is to say libxml, if needed).

Sukender


Le Mon, 03 Nov 2008 19:19:03 +0100, Jean-Sébastien Guay <[EMAIL PROTECTED]> a 
écrit:

  

Hi Jeremy,



osgPango and osgCairo require their respective libs (but not GTK, that's
way larger and unnecessary and is only used for creating interface),
  

Yeah, sorry, that was me being overly ambiguous... I meant that pango
and cairo are libs that are required by gtk and thus are part of gtk
binary packages (which makes it convenient to get them as part of such
packages - which in turn means you'll have gotten pkg-config indirectly).



AnimTK certainly doesn't require any of that stuff. As a matter of fact,
with the changes that Cedric is introducing, I'd be surprised if
pkg-config is really required at all anymore--it's just used for
libxml2, and now that it uses native OSG format, XML may be a moot
point.
  

Cool, I think that would be best. pkg-config is really not standard on
Windows so if it's possible to do without it, great.

J-S



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Re: [osg-users] animtk release 0.0.9

2008-11-03 Thread Sukender
I agree: pkg-config should be replaced by a CMake "find module" for appropriate 
libs (that is to say libxml, if needed).

Sukender


Le Mon, 03 Nov 2008 19:19:03 +0100, Jean-Sébastien Guay <[EMAIL PROTECTED]> a 
écrit:

> Hi Jeremy,
>
>> osgPango and osgCairo require their respective libs (but not GTK, that's
>> way larger and unnecessary and is only used for creating interface),
>
> Yeah, sorry, that was me being overly ambiguous... I meant that pango
> and cairo are libs that are required by gtk and thus are part of gtk
> binary packages (which makes it convenient to get them as part of such
> packages - which in turn means you'll have gotten pkg-config indirectly).
>
>> AnimTK certainly doesn't require any of that stuff. As a matter of fact,
>> with the changes that Cedric is introducing, I'd be surprised if
>> pkg-config is really required at all anymore--it's just used for
>> libxml2, and now that it uses native OSG format, XML may be a moot
>> point.
>
> Cool, I think that would be best. pkg-config is really not standard on
> Windows so if it's possible to do without it, great.
>
> J-S

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Re: [osg-users] animtk release 0.0.9

2008-11-03 Thread Jean-Sébastien Guay

Hi Jeremy,


osgPango and osgCairo require their respective libs (but not GTK, that's
way larger and unnecessary and is only used for creating interface),


Yeah, sorry, that was me being overly ambiguous... I meant that pango 
and cairo are libs that are required by gtk and thus are part of gtk 
binary packages (which makes it convenient to get them as part of such 
packages - which in turn means you'll have gotten pkg-config indirectly).



AnimTK certainly doesn't require any of that stuff. As a matter of fact,
with the changes that Cedric is introducing, I'd be surprised if
pkg-config is really required at all anymore--it's just used for
libxml2, and now that it uses native OSG format, XML may be a moot
point.


Cool, I think that would be best. pkg-config is really not standard on 
Windows so if it's possible to do without it, great.


J-S
--
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Re: [osg-users] animtk release 0.0.9

2008-11-03 Thread Jeremy Moles
On Mon, 2008-11-03 at 13:07 -0500, Jean-Sébastien Guay wrote:
> Hi all,
> 
> > I'm pretty sure that J-S got pkg-config in Windows when he installed (or
> > had already installed) The Gimp for Windows when messing around w/
> > osgCairo and whatnot. I could be wrong, but this is the path I will be
> > taking when I try it on my own machine...
> 
> Yes, you can get a gtk binary installer with pkg-config and all the gtk 
> libs which might work for you.
> 
> Although I don't think requiring gtk for animtk would be a good choice. 
> In the case of osgCairo/osgPango, you need some gtk libs anyways, so 
> it's ok. But animtk doesn't require any of that does it? (I genuinely 
> don't know)

osgPango and osgCairo require their respective libs (but not GTK, that's
way larger and unnecessary and is only used for creating interface), but
AnimTK certainly doesn't require any of that stuff. As a matter of fact,
with the changes that Cedric is introducing, I'd be surprised if
pkg-config is really required at all anymore--it's just used for
libxml2, and now that it uses native OSG format, XML may be a moot
point.

Maybe I can use my POWERS OF INFLUENCE to convince him. :)

> I think it would be better to make a completely cross-platform CMake 
> config which can generate build files without requiring anything other 
> than CMake and your compiler/development tool.
> 
> J-S

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Re: [osg-users] animtk release 0.0.9

2008-11-03 Thread Jean-Sébastien Guay

Hi all,


I'm pretty sure that J-S got pkg-config in Windows when he installed (or
had already installed) The Gimp for Windows when messing around w/
osgCairo and whatnot. I could be wrong, but this is the path I will be
taking when I try it on my own machine...


Yes, you can get a gtk binary installer with pkg-config and all the gtk 
libs which might work for you.


Although I don't think requiring gtk for animtk would be a good choice. 
In the case of osgCairo/osgPango, you need some gtk libs anyways, so 
it's ok. But animtk doesn't require any of that does it? (I genuinely 
don't know)


I think it would be better to make a completely cross-platform CMake 
config which can generate build files without requiring anything other 
than CMake and your compiler/development tool.


J-S
--
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Re: [osg-users] animtk release 0.0.9

2008-11-03 Thread Jeremy Moles
On Sun, 2008-11-02 at 23:05 +0200, Ümit Uzun wrote:
> Hi Sukender,
> 
> I will try this week again and I wonder get success. I am new to cmake
> too, so it will take time as you guess.

I'm pretty sure that J-S got pkg-config in Windows when he installed (or
had already installed) The Gimp for Windows when messing around w/
osgCairo and whatnot. I could be wrong, but this is the path I will be
taking when I try it on my own machine...

> Regards.
> 
> 2008/11/2 Sukender <[EMAIL PROTECTED]>
> Hello Umıt Uzun,
> 
> I propose you and I (an any other that wants) work a little
> bit on porting animTK to Windows. Do you agree?
> Unfortunately, I'm completely new to CMake (as I said before)
> and I will not be very helpful fot that. But I think I'll be
> able to adapt the code so that it will be more portable. I
> created a VisualC++ (8 SP1 Express) project by commenting a
> few lines of the CMake script:
> INCLUDE(FindPkgConfig)
> and
> PKG_CHECK_MODULES(LIBXML REQUIRED libxml-2.0)
> 
> I'm trying to compile but I have one main problem: I don't
> have much time! Well, if you are a little bit patient, then
> you'll receive soon the work I did.
> 
> 'till next time!
> 
> --
> Sukender
> 
> 
> Le Sat, 01 Nov 2008 08:48:37 +0100, Ümit Uzun
> <[EMAIL PROTECTED]> a écrit:
> 
> > Hi Sukender,
> >
> > I have same problem under Windows. If you achive, please
> show how. And
> > another question to Cedric and Robert, In which version
> osganimation library
> > will be added ?
> >
> > Best Regards.
> >
> > Umıt Uzun
> >
> > 2008/11/1 Sukender <[EMAIL PROTECTED]>
> >
> >> > Yes i guess i would need to add export in order it
> compiles on windows.
> >>
> >> Hum... I'm interested in using animTK in a cross-platform
> way... I tried to
> >> CMake-it under Windows but it can't find pkg-config (of
> course). I guess the
> >> CMake script has to be changed, but I'm new to CMake and I
> can't. I will try
> >> to bybass that problem. If I get something compiled under
> Windows, I'll let
> >> you know.
> >> But if anyone did it before, please tell me!
> >>
> >> Sukender
> >> ___
> >> osg-users mailing list
> >> osg-users@lists.openscenegraph.org
> >>
> 
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> ___
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> osg-users@lists.openscenegraph.org
> 
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> 
> 
> 
> -- 
> Ümit Uzun,
> Environmental Tectonics Corporation Turkey
> ODTU Teknokent
> Gumus Bloklar A Blok
> Zemin Kat Bati Cephe Suit 1
> 06531 ODTU
> Ankara, Turkey
> Tel: 90 (312) 210 17 80
> Fax: 90 (312) 210 17 84
> E-Mail: umituzun84gmailcom
> Website: http://www.etc-turkey.com
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Re: [osg-users] animtk release 0.0.9

2008-11-03 Thread Cedric Pinson

Hi all
Yes the licence is currently GPL and will change when it will be in 
OpenSceneGraph


Cheers,
Cedric

Stephane Lamoliatte wrote:

Hi,

AnimTk was released undel GPL licence.
Do you plan to release the osgAnimation under GPL, LGPL or OSGPL 
licence ?


Cheers,

Robert Osfield a écrit :

Hi Cedric et. al,

On Sun, Nov 2, 2008 at 5:02 PM, Cedric Pinson <[EMAIL PROTECTED]> 
wrote:
 

Robert when do you plan to release osg 2.8 ?



At some point in the future ;-)

My own must have's for OSG-2.8 is a first working usable cut of the
osgVolume library.  It's about one weeks dev work left to get to this
point.  Mid November is earliest possible release date, third or
fourth week in November more likely.

Robert.
  


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Re: [osg-users] animtk release 0.0.9

2008-11-02 Thread Stephane Lamoliatte

Hi,

AnimTk was released undel GPL licence.
Do you plan to release the osgAnimation under GPL, LGPL or OSGPL licence ?

Cheers,

Robert Osfield a écrit :

Hi Cedric et. al,

On Sun, Nov 2, 2008 at 5:02 PM, Cedric Pinson <[EMAIL PROTECTED]> wrote:
  

Robert when do you plan to release osg 2.8 ?



At some point in the future ;-)

My own must have's for OSG-2.8 is a first working usable cut of the
osgVolume library.  It's about one weeks dev work left to get to this
point.  Mid November is earliest possible release date, third or
fourth week in November more likely.

Robert.
  

--
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R.S.A. Cosmos
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Tel : +33 (0)4 77 53 30 48
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Re: [osg-users] animtk release 0.0.9

2008-11-02 Thread Ümit Uzun
Hi Sukender,

I will try this week again and I wonder get success. I am new to cmake too,
so it will take time as you guess.

Regards.

2008/11/2 Sukender <[EMAIL PROTECTED]>

> Hello Umıt Uzun,
>
> I propose you and I (an any other that wants) work a little bit on porting
> animTK to Windows. Do you agree?
> Unfortunately, I'm completely new to CMake (as I said before) and I will
> not be very helpful fot that. But I think I'll be able to adapt the code so
> that it will be more portable. I created a VisualC++ (8 SP1 Express) project
> by commenting a few lines of the CMake script:
> INCLUDE(FindPkgConfig)
> and
> PKG_CHECK_MODULES(LIBXML REQUIRED libxml-2.0)
>
> I'm trying to compile but I have one main problem: I don't have much time!
> Well, if you are a little bit patient, then you'll receive soon the work I
> did.
>
> 'till next time!
>
> --
> Sukender
>
>
> Le Sat, 01 Nov 2008 08:48:37 +0100, Ümit Uzun <[EMAIL PROTECTED]> a
> écrit:
>
> > Hi Sukender,
> >
> > I have same problem under Windows. If you achive, please show how. And
> > another question to Cedric and Robert, In which version osganimation
> library
> > will be added ?
> >
> > Best Regards.
> >
> > Umıt Uzun
> >
> > 2008/11/1 Sukender <[EMAIL PROTECTED]>
> >
> >> > Yes i guess i would need to add export in order it compiles on
> windows.
> >>
> >> Hum... I'm interested in using animTK in a cross-platform way... I tried
> to
> >> CMake-it under Windows but it can't find pkg-config (of course). I guess
> the
> >> CMake script has to be changed, but I'm new to CMake and I can't. I will
> try
> >> to bybass that problem. If I get something compiled under Windows, I'll
> let
> >> you know.
> >> But if anyone did it before, please tell me!
> >>
> >> Sukender
> >> ___
> >> osg-users mailing list
> >> osg-users@lists.openscenegraph.org
> >>
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> ___
> osg-users mailing list
> osg-users@lists.openscenegraph.org
> http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
>



-- 
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Environmental Tectonics Corporation Turkey
ODTU Teknokent
Gumus Bloklar A Blok
Zemin Kat Bati Cephe Suit 1
06531 ODTU
Ankara, Turkey
Tel: 90 (312) 210 17 80
Fax: 90 (312) 210 17 84
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Re: [osg-users] animtk release 0.0.9

2008-11-02 Thread Sukender
Hello Umıt Uzun,

I propose you and I (an any other that wants) work a little bit on porting 
animTK to Windows. Do you agree?
Unfortunately, I'm completely new to CMake (as I said before) and I will not be 
very helpful fot that. But I think I'll be able to adapt the code so that it 
will be more portable. I created a VisualC++ (8 SP1 Express) project by 
commenting a few lines of the CMake script:
INCLUDE(FindPkgConfig)
and
PKG_CHECK_MODULES(LIBXML REQUIRED libxml-2.0)

I'm trying to compile but I have one main problem: I don't have much time! 
Well, if you are a little bit patient, then you'll receive soon the work I did.

'till next time!

-- 
Sukender


Le Sat, 01 Nov 2008 08:48:37 +0100, Ümit Uzun <[EMAIL PROTECTED]> a écrit:

> Hi Sukender,
>
> I have same problem under Windows. If you achive, please show how. And
> another question to Cedric and Robert, In which version osganimation library
> will be added ?
>
> Best Regards.
>
> Umıt Uzun
>
> 2008/11/1 Sukender <[EMAIL PROTECTED]>
>
>> > Yes i guess i would need to add export in order it compiles on windows.
>>
>> Hum... I'm interested in using animTK in a cross-platform way... I tried to
>> CMake-it under Windows but it can't find pkg-config (of course). I guess the
>> CMake script has to be changed, but I'm new to CMake and I can't. I will try
>> to bybass that problem. If I get something compiled under Windows, I'll let
>> you know.
>> But if anyone did it before, please tell me!
>>
>> Sukender
>> ___
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>> osg-users@lists.openscenegraph.org
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Re: [osg-users] animtk release 0.0.9

2008-11-02 Thread Robert Osfield
Hi Cedric et. al,

On Sun, Nov 2, 2008 at 5:02 PM, Cedric Pinson <[EMAIL PROTECTED]> wrote:
> Robert when do you plan to release osg 2.8 ?

At some point in the future ;-)

My own must have's for OSG-2.8 is a first working usable cut of the
osgVolume library.  It's about one weeks dev work left to get to this
point.  Mid November is earliest possible release date, third or
fourth week in November more likely.

Robert.
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Re: [osg-users] animtk release 0.0.9

2008-11-02 Thread Cedric Pinson

Hi all,
I dont have a windows system so i can't help on it. My current plan is 
to merge the work on the Jeremy branch 
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph-osgWidget-dev
Before this merge i have to finish some work on the animation scheduler 
(timeline feature). In the same time i am moving name and code style for 
osg integration. The way to keep an eye on animtk is to use the 
mercurial repository:

hg clone http://hg.plopbyte.net/animtk
If some of users have patch to make it compile on windows i will upate 
animtk with it.


I hope i will merge animtk/osgAnimation as soon as possible

Robert when do you plan to release osg 2.8 ?

Cheers,
Cedric


Robert Osfield wrote:

2008/11/1 Ümit Uzun <[EMAIL PROTECTED]>:
  

Hi Sukender,

I have same problem under Windows. If you achive, please show how.



You guys are probably the first to run AnimTK under Windows, a port to
windows will take the addition of exports as well possible tweaks to
CMake.

  

And
another question to Cedric and Robert, In which version osganimation library
will be added ?



My last proposal was for Cedric to coordinate with Jeremey on
integrating AnimTK into Jeremey's osgWidget dev branch in
OSG/svn/branches, at this integration point the new NodeKit name would
be osgAnimation.  This branch would then need to be tested and shook
down before integration from this "experimental" branch into
svn/trunk.   You can browse the branch via:

http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/branches/OpenSceneGraph-osgWidget-dev

Or check it out with:

svn co 
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph-osgWidget-dev
OpenSceneGreaph-osgWidget-dev

I quick browse just now suggests that Cedric hasn't yet merged
AnimTK/osgAnimation.  I'll have to defer to him for his own plans on
completing this.

As to whether osgAnimation will be merged with before 2.8 or after
will depend on whether it how well it ports across platforms and how
quickly it converges to a functional and stable enough state to make
it in.  The more developers pitch in with porting/testing/bug fixing
the sooner the merge point could be.

Robert.
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Re: [osg-users] animtk release 0.0.9

2008-11-01 Thread Robert Osfield
2008/11/1 Ümit Uzun <[EMAIL PROTECTED]>:
> Hi Sukender,
>
> I have same problem under Windows. If you achive, please show how.

You guys are probably the first to run AnimTK under Windows, a port to
windows will take the addition of exports as well possible tweaks to
CMake.

> And
> another question to Cedric and Robert, In which version osganimation library
> will be added ?

My last proposal was for Cedric to coordinate with Jeremey on
integrating AnimTK into Jeremey's osgWidget dev branch in
OSG/svn/branches, at this integration point the new NodeKit name would
be osgAnimation.  This branch would then need to be tested and shook
down before integration from this "experimental" branch into
svn/trunk.   You can browse the branch via:

http://www.openscenegraph.org/projects/osg/browser/OpenSceneGraph/branches/OpenSceneGraph-osgWidget-dev

Or check it out with:

svn co 
http://www.openscenegraph.org/svn/osg/OpenSceneGraph/branches/OpenSceneGraph-osgWidget-dev
OpenSceneGreaph-osgWidget-dev

I quick browse just now suggests that Cedric hasn't yet merged
AnimTK/osgAnimation.  I'll have to defer to him for his own plans on
completing this.

As to whether osgAnimation will be merged with before 2.8 or after
will depend on whether it how well it ports across platforms and how
quickly it converges to a functional and stable enough state to make
it in.  The more developers pitch in with porting/testing/bug fixing
the sooner the merge point could be.

Robert.
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Re: [osg-users] animtk release 0.0.9

2008-11-01 Thread Ümit Uzun
Hi Sukender,

I have same problem under Windows. If you achive, please show how. And
another question to Cedric and Robert, In which version osganimation library
will be added ?

Best Regards.

Umıt Uzun

2008/11/1 Sukender <[EMAIL PROTECTED]>

> > Yes i guess i would need to add export in order it compiles on windows.
>
> Hum... I'm interested in using animTK in a cross-platform way... I tried to
> CMake-it under Windows but it can't find pkg-config (of course). I guess the
> CMake script has to be changed, but I'm new to CMake and I can't. I will try
> to bybass that problem. If I get something compiled under Windows, I'll let
> you know.
> But if anyone did it before, please tell me!
>
> Sukender
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Re: [osg-users] animtk release 0.0.9

2008-10-31 Thread Sukender
> Yes i guess i would need to add export in order it compiles on windows.

Hum... I'm interested in using animTK in a cross-platform way... I tried to 
CMake-it under Windows but it can't find pkg-config (of course). I guess the 
CMake script has to be changed, but I'm new to CMake and I can't. I will try to 
bybass that problem. If I get something compiled under Windows, I'll let you 
know.
But if anyone did it before, please tell me!

Sukender
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Re: [osg-users] animtk release 0.0.9

2008-10-27 Thread John Vidar Larring

Thanks Cedric,

Instead of using the pre-built binary (version 0.9.4), I downloaded and 
compiled mercurial from source (version 1.0.2), and clone (a.k.a. 
checkout) worked like a charm. Hope this is helpful for other first-time 
mercurial / animtk users;)


Best regards,
John

Cedric Pinson wrote:

Hi John,

I guess it comes from the version of mercurial you are using.
I tried because of your post, and it works.
hg clone http://hg.plopbyte.net/animtk
destination directory: animtk
requesting all changes
adding changesets
adding manifests
adding file changes
added 323 changesets with 1620 changes to 465 files
updating working directory
163 files updated, 0 files merged, 0 files removed, 0 files unresolved
hg --version
Mercurial Distributed SCM (version 1.0.2)

Copyright (C) 2005-2008 Matt Mackall <[EMAIL PROTECTED]> and others
This is free software; see the source for copying conditions. There is NO
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.


Maye you are using an old mercurial version, check your version

Cheers,
Cedric

John Vidar Larring wrote:

Hi Cedric,

I'm excited about the prospect of an LGPL'd osgAnimation. I tried 
checking out the animtk repository with mercurial, but no luck:


% hg clone http://hg.plopbyte.net/animtk
requesting all changes
adding changesets
abort: could not import module directory!
transaction abort!
rollback completed
Exit 255

Is this a client- server-, or permissions problem?

Best regards,
John

Cedric Pinson wrote:

Hi Robert,
Ok i changed the code to fit the osg coding style. if you want to 
look at it

http://hg.plopbyte.net/animtk/file/0acae4280750
or get the repo:
hg clone http://hg.plopbyte.net/animtk

Cheers,
Cedric








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Re: [osg-users] animtk release 0.0.9

2008-10-27 Thread Cedric Pinson

Hi Robert,

I guess i can use the same branch of Jeremy to start the integration. 
Most of the time I interact with Jeremy so using the same branche is 
good for me.

I will follow your suggestion for integration.

Cheers,
Cedric

Robert Osfield wrote:

Hi Cedric,

On Fri, Oct 24, 2008 at 6:52 PM, Cedric Pinson <[EMAIL PROTECTED]> wrote:
  

Ok i changed the code to fit the osg coding style. if you want to look at it
http://hg.plopbyte.net/animtk/file/0acae4280750



This looks far closer to the usual OSG style, so thanks for making the
change, it certainly makes things smoother to integrate.

On the trail integration front I was think that perhaps you could
maintain your own branch of the OSG this preps the code ready for a
straight merge.  Or slightly lighter weight solution would be to just
reuse Jeremy Moles's osgWidget branch for you both to prep stuff prior
to merge with svn/trunk.  If you are up for this then we could get
Jose to add your as a writer to the braches section of OSG wiki.

In this merge I'd suggest renaming osgATK to osgAnimation.  The
OSGANIMATION_EXPORT symbol will also be need for all your classes that
have implementations in the .cpp's, as per the rest of the OSG libs.
The license will also need to be changed, otherwise I won't be able to
merge it with svn/trunk as "the" osgAnimation library, and I'll just
have to wait for another such library with a compatible license to
developed.

Prior to any merge what we need is the community to start pitching in,
testing across platforms.  What would be great if people could port
apps based on osgCal to osgATK/osgAnimation to see how well the new
libs hold up feature and implementation wise.  This extra exposure
might put more work your way initially but it will mean that it shapes
up quicker and solves some of the real animation needs that existing
users already have.

Many thanks you for efforts,
Robert.


Robert.
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Re: [osg-users] animtk release 0.0.9

2008-10-27 Thread Cedric Pinson

Hi John,

I guess it comes from the version of mercurial you are using.
I tried because of your post, and it works.
hg clone http://hg.plopbyte.net/animtk
destination directory: animtk
requesting all changes
adding changesets
adding manifests
adding file changes
added 323 changesets with 1620 changes to 465 files
updating working directory
163 files updated, 0 files merged, 0 files removed, 0 files unresolved
hg --version
Mercurial Distributed SCM (version 1.0.2)

Copyright (C) 2005-2008 Matt Mackall <[EMAIL PROTECTED]> and others
This is free software; see the source for copying conditions. There is NO
warranty; not even for MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.


Maye you are using an old mercurial version, check your version

Cheers,
Cedric

John Vidar Larring wrote:

Hi Cedric,

I'm excited about the prospect of an LGPL'd osgAnimation. I tried 
checking out the animtk repository with mercurial, but no luck:


% hg clone http://hg.plopbyte.net/animtk
requesting all changes
adding changesets
abort: could not import module directory!
transaction abort!
rollback completed
Exit 255

Is this a client- server-, or permissions problem?

Best regards,
John

Cedric Pinson wrote:

Hi Robert,
Ok i changed the code to fit the osg coding style. if you want to 
look at it

http://hg.plopbyte.net/animtk/file/0acae4280750
or get the repo:
hg clone http://hg.plopbyte.net/animtk

Cheers,
Cedric





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Re: [osg-users] animtk release 0.0.9

2008-10-27 Thread John Vidar Larring

Hi Cedric,

I'm excited about the prospect of an LGPL'd osgAnimation. I tried 
checking out the animtk repository with mercurial, but no luck:


% hg clone http://hg.plopbyte.net/animtk
requesting all changes
adding changesets
abort: could not import module directory!
transaction abort!
rollback completed
Exit 255

Is this a client- server-, or permissions problem?

Best regards,
John

Cedric Pinson wrote:

Hi Robert,
Ok i changed the code to fit the osg coding style. if you want to look 
at it

http://hg.plopbyte.net/animtk/file/0acae4280750
or get the repo:
hg clone http://hg.plopbyte.net/animtk

Cheers,
Cedric



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Re: [osg-users] animtk release 0.0.9

2008-10-26 Thread Robert Osfield
Hi Cedric,

On Fri, Oct 24, 2008 at 6:52 PM, Cedric Pinson <[EMAIL PROTECTED]> wrote:
> Ok i changed the code to fit the osg coding style. if you want to look at it
> http://hg.plopbyte.net/animtk/file/0acae4280750

This looks far closer to the usual OSG style, so thanks for making the
change, it certainly makes things smoother to integrate.

On the trail integration front I was think that perhaps you could
maintain your own branch of the OSG this preps the code ready for a
straight merge.  Or slightly lighter weight solution would be to just
reuse Jeremy Moles's osgWidget branch for you both to prep stuff prior
to merge with svn/trunk.  If you are up for this then we could get
Jose to add your as a writer to the braches section of OSG wiki.

In this merge I'd suggest renaming osgATK to osgAnimation.  The
OSGANIMATION_EXPORT symbol will also be need for all your classes that
have implementations in the .cpp's, as per the rest of the OSG libs.
The license will also need to be changed, otherwise I won't be able to
merge it with svn/trunk as "the" osgAnimation library, and I'll just
have to wait for another such library with a compatible license to
developed.

Prior to any merge what we need is the community to start pitching in,
testing across platforms.  What would be great if people could port
apps based on osgCal to osgATK/osgAnimation to see how well the new
libs hold up feature and implementation wise.  This extra exposure
might put more work your way initially but it will mean that it shapes
up quicker and solves some of the real animation needs that existing
users already have.

Many thanks you for efforts,
Robert.


Robert.
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Re: [osg-users] animtk release 0.0.9

2008-10-24 Thread Cedric Pinson

Hi Robert,
Ok i changed the code to fit the osg coding style. if you want to look at it
http://hg.plopbyte.net/animtk/file/0acae4280750
or get the repo:
hg clone http://hg.plopbyte.net/animtk

Cheers,
Cedric

Cedric Pinson wrote:

Hi Robert,

Yes i guess i would need to add export in order it compiles on 
windows. But i dont have this system, i can't test.
Yes osgATK mean osg animation toolkit, maybe we could rename for 
osgAnimation ? it sounds better and feels

with what it is.
Yes i hope osgATK could be osgAnimation :)

Just tell me how do you prefer we proceed. I will start to change the 
code for osg style first.


Cheers,
Cedric

Robert Osfield wrote:

Hi Cedric,

On Fri, Oct 24, 2008 at 3:36 PM, Cedric Pinson 
<[EMAIL PROTECTED]> wrote:
 
Putting animtk in osg is not a big amount of work. There are only a 
a few

lines to rewrite if needed. Tell me if you are agree, and i will
prepare the code for it.



I'm certainly open to this prospect.  I first need to get animtk
compiled up, tested and fully reviewed.  I'd also be very useful for
the community to dive and help test the library.

A quick code review there a couple of items that could do with
resolving prior to any merge.

  1) I can't spot any export symbols for classes + functions, this
will certainly break the Windows build

  2) osgATK is a bit cryptic a name, I'd guess it is means something
osgAnimationToolKit.

  Previously I've talked on osg-users about an "mythical"
osgAnimation NodeKit that would be nice to have,
  and a reviewing of osgATK suggests that it's no longer mythical,
but something very real ;-)

  3) On merge with the OSG I'd have to reformat the source code to fit
in with the core OSG style, items like
  four spaces for tabbing, and placing opening { on a newline to
help space out the code to make it easier
  to read.

  4) Contains even less doxygen comments that the core OSG.

These are all pretty easy to change/fix, an in general the code looks
like it would be very straight forward to merge.

Robert.



Robert.
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Re: [osg-users] animtk release 0.0.9

2008-10-24 Thread Cedric Pinson

Hi Robert,

Yes i guess i would need to add export in order it compiles on windows. 
But i dont have this system, i can't test.
Yes osgATK mean osg animation toolkit, maybe we could rename for 
osgAnimation ? it sounds better and feels

with what it is.
Yes i hope osgATK could be osgAnimation :)

Just tell me how do you prefer we proceed. I will start to change the 
code for osg style first.


Cheers,
Cedric

Robert Osfield wrote:

Hi Cedric,

On Fri, Oct 24, 2008 at 3:36 PM, Cedric Pinson <[EMAIL PROTECTED]> wrote:
  

Putting animtk in osg is not a big amount of work. There are only a a few
lines to rewrite if needed. Tell me if you are agree, and i will
prepare the code for it.



I'm certainly open to this prospect.  I first need to get animtk
compiled up, tested and fully reviewed.  I'd also be very useful for
the community to dive and help test the library.

A quick code review there a couple of items that could do with
resolving prior to any merge.

  1) I can't spot any export symbols for classes + functions, this
will certainly break the Windows build

  2) osgATK is a bit cryptic a name, I'd guess it is means something
osgAnimationToolKit.

  Previously I've talked on osg-users about an "mythical"
osgAnimation NodeKit that would be nice to have,
  and a reviewing of osgATK suggests that it's no longer mythical,
but something very real ;-)

  3) On merge with the OSG I'd have to reformat the source code to fit
in with the core OSG style, items like
  four spaces for tabbing, and placing opening { on a newline to
help space out the code to make it easier
  to read.

  4) Contains even less doxygen comments that the core OSG.

These are all pretty easy to change/fix, an in general the code looks
like it would be very straight forward to merge.

Robert.



Robert.
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Re: [osg-users] animtk release 0.0.9

2008-10-24 Thread Robert Osfield
Hi Cedric,

On Fri, Oct 24, 2008 at 3:36 PM, Cedric Pinson <[EMAIL PROTECTED]> wrote:
> Putting animtk in osg is not a big amount of work. There are only a a few
> lines to rewrite if needed. Tell me if you are agree, and i will
> prepare the code for it.

I'm certainly open to this prospect.  I first need to get animtk
compiled up, tested and fully reviewed.  I'd also be very useful for
the community to dive and help test the library.

A quick code review there a couple of items that could do with
resolving prior to any merge.

  1) I can't spot any export symbols for classes + functions, this
will certainly break the Windows build

  2) osgATK is a bit cryptic a name, I'd guess it is means something
osgAnimationToolKit.

  Previously I've talked on osg-users about an "mythical"
osgAnimation NodeKit that would be nice to have,
  and a reviewing of osgATK suggests that it's no longer mythical,
but something very real ;-)

  3) On merge with the OSG I'd have to reformat the source code to fit
in with the core OSG style, items like
  four spaces for tabbing, and placing opening { on a newline to
help space out the code to make it easier
  to read.

  4) Contains even less doxygen comments that the core OSG.

These are all pretty easy to change/fix, an in general the code looks
like it would be very straight forward to merge.

Robert.



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Re: [osg-users] animtk release 0.0.9

2008-10-24 Thread Jeremy Moles
On Fri, 2008-10-24 at 12:55 +0100, Robert Osfield wrote:
> Hi Cedric,
> 
> It's great to see the project coming along.  I've just downloaded and
> started it to compile, but alas it failed on the osgWidget I have in
> OpenSceneGraph svn/trunk.  Which version of the OSG are you compiling
> against?

Here is a version of the file that will compile against SVN (the only
problem was the change from Object::cloneAs to the template clone()
method).

Also, you'll need to change the IMAGE_PREFIX to something so that the
viewer can find the images it needs; maybe /tmp, or something like that.
We'll work a better solution for that later, as it is largely my own bug
(not one Cedric introduced :))

> I had a look at the COPYING file and the licence is GPL which rather
> limits it's usage in the OSG community to just the subset that use
> GPL.   Would it be possible to migrate to LGPL or OSGPL license to
> allow the full community to leverage your work?
> 
> Cheers,
> Robert.
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> 
/*  -*-c++-*- 
 *  Copyright (C) 2008 Cedric Pinson <[EMAIL PROTECTED]>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; either version 2 of the License, or
 * (at your option) any later version.
 *
 * This program 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
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 *
 * Authors:
 * 
 * Cedric Pinson <[EMAIL PROTECTED]>
 * jeremy Moles <[EMAIL PROTECTED]>
 *
 */

#include "AnimtkViewer"
#include "AnimtkViewerGUI"

#include 
#include 

#define IMAGE_PREFIX "/home/cubicool/local/share"

const std::string IMAGE_PATH = IMAGE_PREFIX "/AnimtkViewer/";

template 
struct Sampler: public osg::Drawable::UpdateCallback {
	T _motion;

	Sampler() {
	}
};

typedef Sampler WidgetSampler;

struct ButtonFunctor: public WidgetSampler {
	float _direction;
	float _previous;

	const float _speed;
	
	ButtonFunctor(): _speed(5) { _direction = -_speed; _previous = 0;}

	bool enter(osgWidget::Event& ev)
	{
		_direction = _speed; 
		return true;
	}

	bool leave(osgWidget::Event& ev)
	{
		_direction = -_speed; 
		return true;
	}

	void update(osg::NodeVisitor* nv , osg::Drawable* geom) 
	{
		const osg::FrameStamp* f = nv->getFrameStamp();
		float dt = f->getSimulationTime() - _previous;
		_previous = f->getSimulationTime();
		update(dt,dynamic_cast(geom));
	}

	void update(float t, osgWidget::Widget* w)
	{
		if (!w) return;
		_motion.update(t*_direction); 
		float val = _motion.getValue()*0.5;
		val += 0.5;
		if (val >= 1.0)
			val = 1.0;
		w->setColor(osg::Vec4(val, val, val, 1));
	}
};

struct LabelFunctor: public WidgetSampler {
	float _previous;
	bool  _active;

	const float _fadeOutTime;

	osgATK::OutCubicMotion _scaleSampler;

	LabelFunctor():
	_fadeOutTime(1.5f) {
		_previous = 0.0f;
		_active   = false;

		_scaleSampler = osgATK::OutCubicMotion(0.5, 1.0, 1.0);
	}

	void setActive(bool active) {
		_active = active;

		if(active) _motion.reset();

		_scaleSampler.reset();
	}

	void update(osg::NodeVisitor* nv , osg::Drawable* geom) {
		const osg::FrameStamp* f = nv->getFrameStamp();

		float st = f->getSimulationTime();
		float dt = st - _previous;

		_previous = st;

		if(!_active) return;

		update(dt, dynamic_cast(geom));
		updateScale(dt, dynamic_cast(geom));
	}

	void update(float t, osgWidget::Label* w) {
		if(!w) return;

		_motion.update(t / _fadeOutTime);

		float val = _motion.getValue();

		if(val >= 1.0f) {
			_motion.reset();
			_active = false;
		}

		w->setFontColor(osg::Vec4(0.0f, 0.0f, 0.0f, (1.0f - val) * 0.7f));
	}

	void updateScale(float t, osgWidget::Label* w) {
		_scaleSampler.update(t);
		float val = _scaleSampler.getValue();
		osgWidget::Window* win = w->getParent();
		win->setScale(val);
		win->update();
	}

};


struct ListFunctor: public osg::NodeCallback {
	float _previous;
	int   _direction;

	osgATK::LinearMotion _transformSampler;

	ListFunctor() {
		_direction = 1;
		_previous  = 0;

		_transformSampler.update(1.0f);
	}

	void toggleShown() {
		if(_direction == 1) _direction = -1;

		else _direction = 1;
	}

	virtual void operator()(osg::Node* node, osg::NodeVisitor* nv) {
		const osg::FrameStamp* f = nv->getFrameStamp();

		float st = f->getSimulationTime();
		float dt = st - _previous;

		_previous = st;

		_transformSampler.update((dt * _direction) / 0.5f);

		float val = _transformSampler.getValue();

		if(val > 1.0f || val < 0.0f) 

Re: [osg-users] animtk release 0.0.9

2008-10-24 Thread Cedric Pinson

Hi Robert,


Robert Osfield wrote:

Hi Cedric,

On Fri, Oct 24, 2008 at 2:06 PM, Cedric Pinson <[EMAIL PROTECTED]> wrote:
  

Animtk should compile with osg-2.6 release, i did not test with the svn so i
would need to update the code to work with the svn version.



Thanks for the clarification.  Since 2.6 I had to modify a few bits of
osgWidget to get the wrappers to compile . The wrappers weren't
complete for osgWidget in 2.6.  I can make the mods to get things to
compile if your wish.

  

I know that the Licence can block some of users,



Rather than say block some users, I'd say it's a block for the
majority of OSG users.  This cuts both ways, not only are the less
people who can use your work, they will be less people able to test
and contribute to it as well.

  

the project was started in
GPL. It could change if animtk becomes a part of OpenSceneGraph.



I would love to see a capable animation library as part of the core
OSG.  But a GPL'd NodeKit would not be possible to merge so either
we'd need to duplicate your efforts, just as efforts of Cal + OSG
integration had to be duplicated due to one variant being GPL'd.
  
Putting animtk in osg is not a big amount of work. There are only a a 
few lines to rewrite if needed. Tell me if you are agree, and i will

prepare the code for it.

Cedric
  

There will
be a bit code to rewrite, but it's possible. I know that it's a young
project, so it's maybe not the time yet to do it, but I guess there will be
a way if animtk continue to progress.



Are there parts of GPL'd that you don't have coyright over?
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Re: [osg-users] animtk release 0.0.9

2008-10-24 Thread Jeremy Moles
On Fri, 2008-10-24 at 14:42 +0100, Robert Osfield wrote:
> HI Jeremy,
> 
> On Fri, Oct 24, 2008 at 2:32 PM, Jeremy Moles <[EMAIL PROTECTED]> wrote:
> > I can resolve this for you if you want, Robert. I help Cedric some with
> > AnimTK and I'm often having to poke at the osgWidget code to get it to
> > compile with my osgWidget branch. ;)
> 
> This would be apprecaited.
> 
> At some point soon I'll need to merge your osgWidget branch into the
> svn/trunk too, so perhaps this could be coordinated so that AnimTK
> doesn't end up trying to chase three different variations of osgWidget
> code.

Yeah, lets do that soon. I'm in the middle of a ton of changes, and I'll
be sure and let you know when they're done.

I'm working on finishing the Input example (which finally works now,
yay!) and implementing an alternate rendering mode in which the GUI
isn't sorted by it's Z value (and then flattened by the orthographic
view so that you can't tell) but instead has it's RenderBin number set
so that it is rendered appropriately and in the right order.

This complicates picking, somewhat, but once I work that out I'll be
done with that particular issue.

> > I'm glad you're taking a look at it though, it really is cool software.
> > Having skeletal animation (and more!) facilitated through native OSG
> > objects and embedded right into an OSG file just simply rocks.
> 
> Another bonus is that one can start important more information from
> modellers like Maya/Max/Blender as well support for animation features
> found in Collada.  Alround it would be very useful to have a animation
> NodeKit in the core OSG :-)
> 
> Robert.
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Re: [osg-users] animtk release 0.0.9

2008-10-24 Thread Robert Osfield
HI Jeremy,

On Fri, Oct 24, 2008 at 2:32 PM, Jeremy Moles <[EMAIL PROTECTED]> wrote:
> I can resolve this for you if you want, Robert. I help Cedric some with
> AnimTK and I'm often having to poke at the osgWidget code to get it to
> compile with my osgWidget branch. ;)

This would be apprecaited.

At some point soon I'll need to merge your osgWidget branch into the
svn/trunk too, so perhaps this could be coordinated so that AnimTK
doesn't end up trying to chase three different variations of osgWidget
code.

> I'm glad you're taking a look at it though, it really is cool software.
> Having skeletal animation (and more!) facilitated through native OSG
> objects and embedded right into an OSG file just simply rocks.

Another bonus is that one can start important more information from
modellers like Maya/Max/Blender as well support for animation features
found in Collada.  Alround it would be very useful to have a animation
NodeKit in the core OSG :-)

Robert.
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Re: [osg-users] animtk release 0.0.9

2008-10-24 Thread Robert Osfield
Hi Cedric,

On Fri, Oct 24, 2008 at 2:06 PM, Cedric Pinson <[EMAIL PROTECTED]> wrote:
> Animtk should compile with osg-2.6 release, i did not test with the svn so i
> would need to update the code to work with the svn version.

Thanks for the clarification.  Since 2.6 I had to modify a few bits of
osgWidget to get the wrappers to compile . The wrappers weren't
complete for osgWidget in 2.6.  I can make the mods to get things to
compile if your wish.

> I know that the Licence can block some of users,

Rather than say block some users, I'd say it's a block for the
majority of OSG users.  This cuts both ways, not only are the less
people who can use your work, they will be less people able to test
and contribute to it as well.

> the project was started in
> GPL. It could change if animtk becomes a part of OpenSceneGraph.

I would love to see a capable animation library as part of the core
OSG.  But a GPL'd NodeKit would not be possible to merge so either
we'd need to duplicate your efforts, just as efforts of Cal + OSG
integration had to be duplicated due to one variant being GPL'd.

> There will
> be a bit code to rewrite, but it's possible. I know that it's a young
> project, so it's maybe not the time yet to do it, but I guess there will be
> a way if animtk continue to progress.

Are there parts of GPL'd that you don't have coyright over?

Robert.
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Re: [osg-users] animtk release 0.0.9

2008-10-24 Thread Jeremy Moles
On Fri, 2008-10-24 at 12:55 +0100, Robert Osfield wrote:
> Hi Cedric,
> 
> It's great to see the project coming along.  I've just downloaded and
> started it to compile, but alas it failed on the osgWidget I have in
> OpenSceneGraph svn/trunk.  Which version of the OSG are you compiling
> against?

I can resolve this for you if you want, Robert. I help Cedric some with
AnimTK and I'm often having to poke at the osgWidget code to get it to
compile with my osgWidget branch. ;)

I'm glad you're taking a look at it though, it really is cool software.
Having skeletal animation (and more!) facilitated through native OSG
objects and embedded right into an OSG file just simply rocks.

> I had a look at the COPYING file and the licence is GPL which rather
> limits it's usage in the OSG community to just the subset that use
> GPL.   Would it be possible to migrate to LGPL or OSGPL license to
> allow the full community to leverage your work?
> 
> Cheers,
> Robert.
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Re: [osg-users] animtk release 0.0.9

2008-10-24 Thread Cedric Pinson

Hi Alberto,
I created a user mailing list https://mail.gna.org/listinfo/animtk-users

Then it will be for users

Cheers,
Cedric

Alberto Luaces wrote:

Hi Cedric,

it looks like a very interesting project. What would be the best place to send 
user related questions? In the gna! page two mailing lists are displayed, but 
one is for development (animtk-commits) and the other (Animtk-devs) seems 
like a patch sending list only.


El Jueves 23 Octubre 2008ES 22:25:18 Cedric Pinson escribió:
  

Hi all,

I am happy to release a new version of animtk,  Animtk is an animation
toolkit for OpenSceneGraph. Have a look it could interest some of you.
Thanks a lot to Jeremy (author of osgPango and osgWidget) who contribe
often on this project.

The 0.0.9 release drastically simplifies usage for users familiar with
OpenSceneGraph  by consolidating all of
the existing code into a single, standalone NodeKit. Furthermore, all
AnimTK-specific data is stored alongside traditional OSG data within a
standard OpenSceneGraph file (.osg),
although support for writing to IVE is not yet complete. The exporter
has also been significantly overhauled to fully support this integration
of AnimTK and OSG, and is sophisticated enough to replace the old
Blender  osgexport24.py script, with which many
users (particularly Linux users) are accustomed.

With time, the Animtk developers are confident that it will morph into a
very strong, native OpenSceneGraph 
Animation Toolkit, filling a space that has long existed in OSG.


   List of improvements:

   * new osg Blender  exporter (export animation,
 light, mesh, rigmesh, empty, animation)
   * new EaseMotion 
   * improve code to read .osg file with animation inside


   Animtk EaseMotion
    in action
   with osgPango:

   * http://animtk.plopbyte.net/osgPango-animtk.wmv


   Files:

   * http://download.gna.org/animtk/animtk-0.0.9.tar.gz
   * http://download.gna.org/animtk/animtk-data-0.0.9.tar.gz


The latest version is hosted on a mercurial repository
http://hg.plopbyte.net/animtk

see more on http://www.plopbyte.net




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Re: [osg-users] animtk release 0.0.9

2008-10-24 Thread Cedric Pinson

Hi Robert,
Animtk should compile with osg-2.6 release, i did not test with the svn 
so i would need to update the code to work with the svn version.
I know that the Licence can block some of users, the project was started 
in GPL. It could change if animtk becomes a part of OpenSceneGraph. 
There will be a bit code to rewrite, but it's possible. I know that it's 
a young project, so it's maybe not the time yet to do it, but I guess 
there will be a way if animtk continue to progress.


Cheers,
Cedric

Robert Osfield wrote:

Hi Cedric,

It's great to see the project coming along.  I've just downloaded and
started it to compile, but alas it failed on the osgWidget I have in
OpenSceneGraph svn/trunk.  Which version of the OSG are you compiling
against?

I had a look at the COPYING file and the licence is GPL which rather
limits it's usage in the OSG community to just the subset that use
GPL.   Would it be possible to migrate to LGPL or OSGPL license to
allow the full community to leverage your work?

Cheers,
Robert.
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Re: [osg-users] animtk release 0.0.9

2008-10-24 Thread Robert Osfield
Hi Cedric,

It's great to see the project coming along.  I've just downloaded and
started it to compile, but alas it failed on the osgWidget I have in
OpenSceneGraph svn/trunk.  Which version of the OSG are you compiling
against?

I had a look at the COPYING file and the licence is GPL which rather
limits it's usage in the OSG community to just the subset that use
GPL.   Would it be possible to migrate to LGPL or OSGPL license to
allow the full community to leverage your work?

Cheers,
Robert.
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Re: [osg-users] animtk release 0.0.9

2008-10-24 Thread Alberto Luaces
Hi Cedric,

it looks like a very interesting project. What would be the best place to send 
user related questions? In the gna! page two mailing lists are displayed, but 
one is for development (animtk-commits) and the other (Animtk-devs) seems 
like a patch sending list only.

El Jueves 23 Octubre 2008ES 22:25:18 Cedric Pinson escribió:
> Hi all,
>
> I am happy to release a new version of animtk,  Animtk is an animation
> toolkit for OpenSceneGraph. Have a look it could interest some of you.
> Thanks a lot to Jeremy (author of osgPango and osgWidget) who contribe
> often on this project.
>
> The 0.0.9 release drastically simplifies usage for users familiar with
> OpenSceneGraph  by consolidating all of
> the existing code into a single, standalone NodeKit. Furthermore, all
> AnimTK-specific data is stored alongside traditional OSG data within a
> standard OpenSceneGraph file (.osg),
> although support for writing to IVE is not yet complete. The exporter
> has also been significantly overhauled to fully support this integration
> of AnimTK and OSG, and is sophisticated enough to replace the old
> Blender  osgexport24.py script, with which many
> users (particularly Linux users) are accustomed.
>
> With time, the Animtk developers are confident that it will morph into a
> very strong, native OpenSceneGraph 
> Animation Toolkit, filling a space that has long existed in OSG.
>
>
>List of improvements:
>
>* new osg Blender  exporter (export animation,
>  light, mesh, rigmesh, empty, animation)
>* new EaseMotion 
>* improve code to read .osg file with animation inside
>
>
>Animtk EaseMotion
> in action
>with osgPango:
>
>* http://animtk.plopbyte.net/osgPango-animtk.wmv
>
>
>Files:
>
>* http://download.gna.org/animtk/animtk-0.0.9.tar.gz
>* http://download.gna.org/animtk/animtk-data-0.0.9.tar.gz
>
>
> The latest version is hosted on a mercurial repository
> http://hg.plopbyte.net/animtk
>
> see more on http://www.plopbyte.net


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[osg-users] animtk release 0.0.9

2008-10-23 Thread Cedric Pinson

Hi all,

I am happy to release a new version of animtk,  Animtk is an animation 
toolkit for OpenSceneGraph. Have a look it could interest some of you. 
Thanks a lot to Jeremy (author of osgPango and osgWidget) who contribe 
often on this project.


The 0.0.9 release drastically simplifies usage for users familiar with 
OpenSceneGraph  by consolidating all of 
the existing code into a single, standalone NodeKit. Furthermore, all 
AnimTK-specific data is stored alongside traditional OSG data within a 
standard OpenSceneGraph file (.osg), 
although support for writing to IVE is not yet complete. The exporter 
has also been significantly overhauled to fully support this integration 
of AnimTK and OSG, and is sophisticated enough to replace the old 
Blender  osgexport24.py script, with which many 
users (particularly Linux users) are accustomed.


With time, the Animtk developers are confident that it will morph into a 
very strong, native OpenSceneGraph  
Animation Toolkit, filling a space that has long existed in OSG.



  List of improvements:

  * new osg Blender  exporter (export animation,
light, mesh, rigmesh, empty, animation)
  * new EaseMotion 
  * improve code to read .osg file with animation inside


  Animtk EaseMotion
   in action
  with osgPango:

  * http://animtk.plopbyte.net/osgPango-animtk.wmv


  Files:

  * http://download.gna.org/animtk/animtk-0.0.9.tar.gz
  * http://download.gna.org/animtk/animtk-data-0.0.9.tar.gz


The latest version is hosted on a mercurial repository 
http://hg.plopbyte.net/animtk


see more on http://www.plopbyte.net

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