[osg-users] osgAnimation depth of Skeleton update

2019-04-08 Thread Sam Brkopac
Hi All,

I'm currently trying to parse in a custom file format and I'm running into 
issues generating a proper skeleton hierarchy for it. It doesn't look like the 
osgAnimation::Skeleton traverses all the way down the bone hierarchy. I've 
created a minimal example here: 
https://gist.github.com/sbrkopac/2ea619b90573c4cb25af639589c31e2d

It's possible my understanding of osgAnimation is incorrect. Any insight would 
be greatly appreciated.

Thanks, Sam

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Re: [osg-users] [osganimation branch] Review, test, critics

2017-11-10 Thread Julien Valentin
Thanks Raymond
I pr the branch to master
Cheers


reedev wrote:
> Hi Julien, Robert,
> 
> The fix in the osganimation branch is working with VS2015 too. Fyi, the 
> original nathan.osg in git is also working ok. Nice :-)
> 
> Cheers,
> Raymond
> 
> 
> 
> 
> On 11/6/2017 7:40 AM, Raymond de Vries wrote:
> 
> 
> >   Hi Julien,
> > 
> > Thanks for sharing. I will look at it this week, hopefully others can jump 
> > in too.
> > 
> > Cheers,
> > Raymond
> > 
> > 
> > 
> > On 11/3/2017 8:08 PM, Julien Valentin wrote:
> > 
> > 
> > >  
> > > > reedev wrote:
> > > > 
> > > > > Hi Julien,
> > > > > 
> > > > > Could you let me/us know to which mail you attached your modified 
> > > > > nathan? I can't find it. Can you let me/us know or send it directly?
> > > > > 
> > > > > Cheers
> > > > > Raymond
> > > > > 
> > > > > 
> > > > > 
> > > > > On 11/2/2017 7:30 PM, Julien Valentin wrote:
> > > > > 
> > > > > 
> > > > > > Hi
> > > > > > I'm a bit concerned about the nathan.osg compatibility with 
> > > > > > RigTransHW..
> > > > > > I attached in my last a modified version of nathan (without shared 
> > > > > > ss) that should work (and so would replace the current one in 
> > > > > > osgdata).
> > > > > > 
> > > > > > I would be glad if Raymond (or other) could validate this model 
> > > > > > (ideally under win32) with the following tests
> > > > > > softwaretest : osganimationviewer nathan2.osg
> > > > > > HWtest:  osganimationhardware --number 1 nathan2.osg
> > > > > > (Don't forget I changed the maxnumbones type from int to uint in 
> > > > > > skinning.vert )
> > > > > > Once these tests validated elsewhere than my computer, It will 
> > > > > > confort me in the validity of the branch so i can make PRs to 
> > > > > > master (and to osgdata).
> > > > > > 
> > > > > > Cheers
> > > > > > 
> > > > > > 
> > > > > > robertosfield wrote:
> > > > > > 
> > > > > > 
> > > > > > > Hi Raymond & Julien,
> > > > > > > 
> > > > > > > On 2 November 2017 at 14:17, Raymond de Vries < ()> wrote:
> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > > > I have not seen any issues in our own use of the osgAnimation. 
> > > > > > > > We tested in a few different setups and all seems ok.
> > > > > > > > 
> > > > > > > > The only thing is that the example did not work for me with 
> > > > > > > > Visual Studio 2015, while it does work for Julien.
> > > > > > > > 
> > > > > > > > 
> > > > > > > > 
> > > > > > >  Thanks for the testing.
> > > > > > > 
> > > > > > > 
> > > > > > > Julian, if you feel osganimation is now ready could you generate 
> > > > > > > a PR for the branch and I'll go ahead and merge it.
> > > > > > > 
> > > > > > > 
> > > > > > > Cheers,
> > > > > > > Robert.
> > > > > > > 
> > > > > > > 
> > > > > > > 
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> > > 
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> > > 

Re: [osg-users] [osganimation branch] Review, test, critics

2017-11-10 Thread Raymond de Vries

Hi Julien, Robert,

The fix in the osganimation branch is working with VS2015 too. Fyi, the 
original nathan.osg in git is also working ok. Nice :-)


Cheers,
Raymond




On 11/6/2017 7:40 AM, Raymond de Vries wrote:

Hi Julien,

Thanks for sharing. I will look at it this week, hopefully others can 
jump in too.


Cheers,
Raymond



On 11/3/2017 8:08 PM, Julien Valentin wrote:

reedev wrote:

Hi Julien,

Could you let me/us know to which mail you attached your modified
nathan? I can't find it. Can you let me/us know or send it directly?

Cheers
Raymond



On 11/2/2017 7:30 PM, Julien Valentin wrote:


Hi
I'm a bit concerned about the nathan.osg compatibility with RigTransHW..
I attached in my last a modified version of nathan (without shared ss) that 
should work (and so would replace the current one in osgdata).

I would be glad if Raymond (or other) could validate this model (ideally under 
win32) with the following tests
softwaretest : osganimationviewer nathan2.osg
HWtest:  osganimationhardware --number 1 nathan2.osg
(Don't forget I changed the maxnumbones type from int to uint in skinning.vert )
Once these tests validated elsewhere than my computer, It will confort me in 
the validity of the branch so i can make PRs to master (and to osgdata).

Cheers


robertosfield wrote:


Hi Raymond & Julien,

On 2 November 2017 at 14:17, Raymond de Vries < ()> wrote:



I have not seen any issues in our own use of the osgAnimation. We tested in a 
few different setups and all seems ok.

The only thing is that the example did not work for me with Visual Studio 2015, 
while it does work for Julien.



Thanks for the testing.


Julian, if you feel osganimation is now ready could you generate a PR for the 
branch and I'll go ahead and merge it.


Cheers,
Robert.



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Re: [osg-users] [osganimation branch] Review, test, critics

2017-11-05 Thread Raymond de Vries

Hi Julien,

Thanks for sharing. I will look at it this week, hopefully others can 
jump in too.


Cheers,
Raymond



On 11/3/2017 8:08 PM, Julien Valentin wrote:

reedev wrote:

Hi Julien,

Could you let me/us know to which mail you attached your modified
nathan? I can't find it. Can you let me/us know or send it directly?

Cheers
Raymond



On 11/2/2017 7:30 PM, Julien Valentin wrote:


Hi
I'm a bit concerned about the nathan.osg compatibility with RigTransHW..
I attached in my last a modified version of nathan (without shared ss) that 
should work (and so would replace the current one in osgdata).

I would be glad if Raymond (or other) could validate this model (ideally under 
win32) with the following tests
softwaretest : osganimationviewer nathan2.osg
HWtest:  osganimationhardware --number 1 nathan2.osg
(Don't forget I changed the maxnumbones type from int to uint in skinning.vert )
Once these tests validated elsewhere than my computer, It will confort me in 
the validity of the branch so i can make PRs to master (and to osgdata).

Cheers


robertosfield wrote:


Hi Raymond & Julien,

On 2 November 2017 at 14:17, Raymond de Vries < ()> wrote:



I have not seen any issues in our own use of the osgAnimation. We tested in a 
few different setups and all seems ok.

The only thing is that the example did not work for me with Visual Studio 2015, 
while it does work for Julien.



Thanks for the testing.


Julian, if you feel osganimation is now ready could you generate a PR for the 
branch and I'll go ahead and merge it.


Cheers,
Robert.



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Re: [osg-users] [osganimation branch] Review, test, critics

2017-11-03 Thread Raymond de Vries

Hi Julien,

Could you let me/us know to which mail you attached your modified 
nathan? I can't find it. Can you let me/us know or send it directly?


Cheers
Raymond



On 11/2/2017 7:30 PM, Julien Valentin wrote:

Hi
I'm a bit concerned about the nathan.osg compatibility with RigTransHW..
I attached in my last a modified version of nathan (without shared ss) that 
should work (and so would replace the current one in osgdata).

I would be glad if Raymond (or other) could validate this model (ideally under 
win32) with the following tests
softwaretest : osganimationviewer nathan2.osg
HWtest:  osganimationhardware --number 1 nathan2.osg
(Don't forget I changed the maxnumbones type from int to uint in skinning.vert )
Once these tests validated elsewhere than my computer, It will confort me in 
the validity of the branch so i can make PRs to master (and to osgdata).

Cheers


robertosfield wrote:

Hi Raymond & Julien,

On 2 November 2017 at 14:17, Raymond de Vries < ()> wrote:


  I have not seen any issues in our own use of the osgAnimation. We tested in a 
few different setups and all seems ok.

The only thing is that the example did not work for me with Visual Studio 2015, 
while it does work for Julien.



Thanks for the testing.


Julian, if you feel osganimation is now ready could you generate a PR for the 
branch and I'll go ahead and merge it.


Cheers,
Robert.

  


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Re: [osg-users] [osganimation branch] Review, test, critics

2017-11-02 Thread Raymond De Vries
Hi Julien, 

Just a quick one for now: I will check out your suggestion tomorrow asap.

Cheers
Raymond


> On Nov 2, 2017, at 19:30, Julien Valentin  wrote:
> 
> Hi
> I'm a bit concerned about the nathan.osg compatibility with RigTransHW..
> I attached in my last a modified version of nathan (without shared ss) that 
> should work (and so would replace the current one in osgdata).
> 
> I would be glad if Raymond (or other) could validate this model (ideally 
> under win32) with the following tests
> softwaretest : osganimationviewer nathan2.osg 
> HWtest:  osganimationhardware --number 1 nathan2.osg
> (Don't forget I changed the maxnumbones type from int to uint in 
> skinning.vert )
> Once these tests validated elsewhere than my computer, It will confort me in 
> the validity of the branch so i can make PRs to master (and to osgdata).  
> 
> Cheers
> 
> 
> robertosfield wrote:
>> Hi Raymond & Julien,
>> 
>>> On 2 November 2017 at 14:17, Raymond de Vries < ()> wrote:
>>> 
>>> I have not seen any issues in our own use of the osgAnimation. We tested in 
>>> a few different setups and all seems ok.
>>> 
>>> The only thing is that the example did not work for me with Visual Studio 
>>> 2015, while it does work for Julien.
>>> 
>> 
>> 
>> Thanks for the testing.
>> 
>> 
>> Julian, if you feel osganimation is now ready could you generate a PR for 
>> the branch and I'll go ahead and merge it.
>> 
>> 
>> Cheers,
>> Robert.
>> 
>>  
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-11-02 Thread Julien Valentin
Hi
I'm a bit concerned about the nathan.osg compatibility with RigTransHW..
I attached in my last a modified version of nathan (without shared ss) that 
should work (and so would replace the current one in osgdata).

I would be glad if Raymond (or other) could validate this model (ideally under 
win32) with the following tests
softwaretest : osganimationviewer nathan2.osg 
HWtest:  osganimationhardware --number 1 nathan2.osg
(Don't forget I changed the maxnumbones type from int to uint in skinning.vert )
Once these tests validated elsewhere than my computer, It will confort me in 
the validity of the branch so i can make PRs to master (and to osgdata).  

Cheers


robertosfield wrote:
> Hi Raymond & Julien,
> 
> On 2 November 2017 at 14:17, Raymond de Vries < ()> wrote:
> 
> >  I have not seen any issues in our own use of the osgAnimation. We tested 
> > in a few different setups and all seems ok.
> > 
> > The only thing is that the example did not work for me with Visual Studio 
> > 2015, while it does work for Julien.
> > 
> 
> 
> Thanks for the testing.
> 
> 
> Julian, if you feel osganimation is now ready could you generate a PR for the 
> branch and I'll go ahead and merge it.
> 
> 
> Cheers,
> Robert.
> 
>  
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-11-02 Thread Robert Osfield
Hi Raymond & Julien,

On 2 November 2017 at 14:17, Raymond de Vries  wrote:

> I have not seen any issues in our own use of the osgAnimation. We tested
> in a few different setups and all seems ok.
>
> The only thing is that the example did not work for me with Visual Studio
> 2015, while it does work for Julien.
>

Thanks for the testing.

Julian, if you feel osganimation is now ready could you generate a PR for
the branch and I'll go ahead and merge it.

Cheers,
Robert.
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-11-02 Thread Raymond de Vries

Hi Robert,

I have not seen any issues in our own use of the osgAnimation. We tested 
in a few different setups and all seems ok.


The only thing is that the example did not work for me with Visual 
Studio 2015, while it does work for Julien.


Cheers
Raymond



On 11/2/2017 2:55 PM, Robert Osfield wrote:

Hi Julian, Raymond et. al,

Are we ready to merge with master now? Anything left to wait for?

Robert.



 
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-11-02 Thread Robert Osfield
Hi Julian, Raymond et. al,

Are we ready to merge with master now? Anything left to wait for?

Robert.
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-31 Thread Raymond de Vries

Hi Julien,

Take it easy, as far as I am concerned. I am not waiting for it in the 
short time.


Cheers
Raymond


On 31-10-2017 17:21, Julien Valentin wrote:

I don't have modified enough the example myRigTranformHardware in 
osganiamtionhardware example (i will make a pr for it)
waiting for it, you can change  new myRigTranformHardware with new 
osgAniamtion::RigTranformHardware.
This example is an attempt of program sharing among rigs but it can't be done 
without knowing the common maximum MAX_MATRIX.
MAX_MATRIX could be removed easily from the shader logic...(by simply 
accumumulate weight until sum reachs 1) perhaps I will do that one day..if it's 
no too controversal...


reedev wrote:

Hi Julien,

Hmm, the osg::clone in createCharacterInstance() does not work, crashes.
Unfortunately I don't have the tree up and running anymore at the moment
so I cannot create a stacktrace quickly. Software and hardware mode both
the same. I tried different clone modes but no luck.

I used nathan from git, btw. I guess that is the correct one (and nathan
has not grown up over the years ;-) )

I will try more later and report changes here.

cheers,
Raymond






On 31-10-2017 15:05, Julien Valentin wrote:


Hi Raymond
nathan.osg works just fine...
tell use more


reedev wrote:


Hi Julien,

To start with, can you point us which model we should use to try out the 
osganimationhardware example? nathan.osg does not load. Can you share a model 
that should work?

Thanks, cheers,
Raymond



On 30-10-2017 16:08, Raymond de Vries wrote:




Hi Robert,

On 10/30/2017 4:04 PM, Robert Osfield wrote:




Hi Raymond,

On 30 October 2017 at 14:58, Raymond de Vries < ()> wrote:






With these changes applied, did you get a chance to test how the new rev of 
osgAnimation is working?






No, sorry, no time for that although I plan to do so asap. I will give it 
priority though since, if I recall correctly, you'd like to release 3.5.8 this 
week, right?




I would like to get osganimation tested and if all goes well merged with 
master, I'll then tag 3.5.8.  I'd like to do that this week, clear my desk for 
being busy next week :-)


Once 3.5.8 is out the way my focus on the OSG side moves to the finishing the 
shader_pipeline branch and getting this merged into master, and then finally go 
for OSG-4.0!






Perfect, those are all good motivations, I will do at least my part testing the 
osganimation branch and master :-)

Cheers
Raymond






Robert.








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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-31 Thread Julien Valentin
I don't have modified enough the example myRigTranformHardware in 
osganiamtionhardware example (i will make a pr for it)
waiting for it, you can change  new myRigTranformHardware with new 
osgAniamtion::RigTranformHardware.
This example is an attempt of program sharing among rigs but it can't be done 
without knowing the common maximum MAX_MATRIX.
MAX_MATRIX could be removed easily from the shader logic...(by simply 
accumumulate weight until sum reachs 1) perhaps I will do that one day..if it's 
no too controversal...


reedev wrote:
> Hi Julien,
> 
> Hmm, the osg::clone in createCharacterInstance() does not work, crashes. 
> Unfortunately I don't have the tree up and running anymore at the moment 
> so I cannot create a stacktrace quickly. Software and hardware mode both 
> the same. I tried different clone modes but no luck.
> 
> I used nathan from git, btw. I guess that is the correct one (and nathan 
> has not grown up over the years ;-) )
> 
> I will try more later and report changes here.
> 
> cheers,
> Raymond
> 
> 
> 
> 
> 
> 
> On 31-10-2017 15:05, Julien Valentin wrote:
> 
> > Hi Raymond
> > nathan.osg works just fine...
> > tell use more
> > 
> > 
> > reedev wrote:
> > 
> > > Hi Julien,
> > > 
> > > To start with, can you point us which model we should use to try out the 
> > > osganimationhardware example? nathan.osg does not load. Can you share a 
> > > model that should work?
> > > 
> > > Thanks, cheers,
> > > Raymond
> > > 
> > > 
> > > 
> > > On 30-10-2017 16:08, Raymond de Vries wrote:
> > > 
> > > 
> > > 
> > > > Hi Robert,
> > > > 
> > > > On 10/30/2017 4:04 PM, Robert Osfield wrote:
> > > > 
> > > > 
> > > > 
> > > > > Hi Raymond,
> > > > > 
> > > > > On 30 October 2017 at 14:58, Raymond de Vries < ()> wrote:
> > > > > 
> > > > > 
> > > > > > 
> > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > > With these changes applied, did you get a chance to test how the 
> > > > > > > new rev of osgAnimation is working?
> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > > 
> > > > > > No, sorry, no time for that although I plan to do so asap. I will 
> > > > > > give it priority though since, if I recall correctly, you'd like to 
> > > > > > release 3.5.8 this week, right?
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > I would like to get osganimation tested and if all goes well merged 
> > > > > with master, I'll then tag 3.5.8.  I'd like to do that this week, 
> > > > > clear my desk for being busy next week :-)
> > > > > 
> > > > > 
> > > > > Once 3.5.8 is out the way my focus on the OSG side moves to the 
> > > > > finishing the shader_pipeline branch and getting this merged into 
> > > > > master, and then finally go for OSG-4.0!
> > > > > 
> > > > > 
> > > > > 
> > > > > 
> > > > > 
> > > > Perfect, those are all good motivations, I will do at least my part 
> > > > testing the osganimation branch and master :-)
> > > > 
> > > > Cheers
> > > > Raymond
> > > > 
> > > > 
> > > > 
> > > > 
> > > > > 
> > > > > 
> > > > > Robert.
> > > > > 
> > > > > 
> > > > > 
> > > > > 
> > > > > 
> > > > > 
> > > > > 
> > > > > > ___
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> > > > > >  
> > > > > > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org)
> > > > > > 
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> > > > > 
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> > > > > 
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> > > > 
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-31 Thread Raymond de Vries

Hi Julien,

Hmm, the osg::clone in createCharacterInstance() does not work, crashes. 
Unfortunately I don't have the tree up and running anymore at the moment 
so I cannot create a stacktrace quickly. Software and hardware mode both 
the same. I tried different clone modes but no luck.


I used nathan from git, btw. I guess that is the correct one (and nathan 
has not grown up over the years ;-) )


I will try more later and report changes here.

cheers,
Raymond






On 31-10-2017 15:05, Julien Valentin wrote:

Hi Raymond
nathan.osg works just fine...
tell use more


reedev wrote:

Hi Julien,

To start with, can you point us which model we should use to try out the 
osganimationhardware example? nathan.osg does not load. Can you share a model 
that should work?

Thanks, cheers,
Raymond



On 30-10-2017 16:08, Raymond de Vries wrote:



   Hi Robert,

On 10/30/2017 4:04 PM, Robert Osfield wrote:



  Hi Raymond,

On 30 October 2017 at 14:58, Raymond de Vries < ()> wrote:

   
 


With these changes applied, did you get a chance to test how the new rev of 
osgAnimation is working?





   No, sorry, no time for that although I plan to do so asap. I will give it 
priority though since, if I recall correctly, you'd like to release 3.5.8 this 
week, right?
  


  I would like to get osganimation tested and if all goes well merged with 
master, I'll then tag 3.5.8.  I'd like to do that this week, clear my desk for 
being busy next week :-)


Once 3.5.8 is out the way my focus on the OSG side moves to the finishing the 
shader_pipeline branch and getting this merged into master, and then finally go 
for OSG-4.0!





  Perfect, those are all good motivations, I will do at least my part testing 
the osganimation branch and master :-)

Cheers
Raymond






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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-31 Thread Julien Valentin
Okay 
Concerning problems encountered with nathan and HWtrans
I think i remember the difference of behavior of the RigTransformHW:


1/In master  nathan HW have the "luck" to work because SourceGeometries share 
stateset. 
In this case a stateset is process mulitple times by RigTransHW::init() give 
uncontrolled but luckyly good result (the last init(riggeometri) have a 
MAX_MATRIX higher enough to embed previously generated program) 

2/in the branch riggeoemtry are supposed not to share stateset : if a ss is 
processed a second time its program is supposed to be a userdefined (so it stay 
the same with a MAX_MATRIX to low to embed the intended behavior)

The addition of a "rigs can't share ss" rule seams to be the only solution to 
control the result of the HWModel...


mp3butcher wrote:
> Hi Raymond
> I just tested:
> nathan.osg works just fine at least with RigTransSoftware 
> (osganimationviewer),
> tell us more about your test
> 
> Nevertheless I have noticed a potential problem with RigTranHW 
> (osganimationhardware) that i doesn't diagnose but I believe to remember 
> there were problems with this model and RigTransformHW with master 
> 
> For the test bench, i advice to use blender model and osgexport addon (with 
> my pr) or use osg fbx plugin to import for Autodesk...
> 
> 
> 
> reedev wrote:
> > Hi Julien,
> > 
> > To start with, can you point us which model we should use to try out the 
> > osganimationhardware example? nathan.osg does not load. Can you share a 
> > model that should work?
> > 
> > Thanks, cheers,
> > Raymond
> > 
> > 
> > 
> > On 30-10-2017 16:08, Raymond de Vries wrote:
> > 
> > 
> > >   Hi Robert,
> > > 
> > > On 10/30/2017 4:04 PM, Robert Osfield wrote:
> > > 
> > > 
> > > >  Hi Raymond,
> > > > 
> > > > On 30 October 2017 at 14:58, Raymond de Vries < ()> wrote:
> > > > 
> > > > >   
> > > > > > 
> > > > > > 
> > > > > > With these changes applied, did you get a chance to test how the 
> > > > > > new rev of osgAnimation is working?
> > > > > > 
> > > > > > 
> > > > > > 
> > > > > > 
> > > > >   No, sorry, no time for that although I plan to do so asap. I will 
> > > > > give it priority though since, if I recall correctly, you'd like to 
> > > > > release 3.5.8 this week, right?
> > > > >  
> > > > > 
> > > >  I would like to get osganimation tested and if all goes well merged 
> > > > with master, I'll then tag 3.5.8.  I'd like to do that this week, clear 
> > > > my desk for being busy next week :-)
> > > > 
> > > > 
> > > > Once 3.5.8 is out the way my focus on the OSG side moves to the 
> > > > finishing the shader_pipeline branch and getting this merged into 
> > > > master, and then finally go for OSG-4.0!
> > > > 
> > > > 
> > > > 
> > > > 
> > >  Perfect, those are all good motivations, I will do at least my part 
> > > testing the osganimation branch and master :-)
> > > 
> > > Cheers
> > > Raymond
> > > 
> > > 
> > > 
> > > >
> > > > 
> > > > Robert.
> > > > 
> > > > 
> > > > 
> > > > 
> > > > 
> > > > 
> > > > > ___
> > > > > osg-users mailing list
> > > > >  ()
> > > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > > >  
> > > > > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org)
> > > > > 
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> > >  
> > > 
> > > 
> > > 
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-31 Thread Julien Valentin
Hi Raymond
nathan.osg works just fine...
tell use more 


reedev wrote:
> Hi Julien,
> 
> To start with, can you point us which model we should use to try out the 
> osganimationhardware example? nathan.osg does not load. Can you share a model 
> that should work?
> 
> Thanks, cheers,
> Raymond
> 
> 
> 
> On 30-10-2017 16:08, Raymond de Vries wrote:
> 
> 
> >   Hi Robert,
> > 
> > On 10/30/2017 4:04 PM, Robert Osfield wrote:
> > 
> > 
> > >  Hi Raymond,
> > > 
> > > On 30 October 2017 at 14:58, Raymond de Vries < ()> wrote:
> > > 
> > > >   
> > > > > 
> > > > > 
> > > > > With these changes applied, did you get a chance to test how the new 
> > > > > rev of osgAnimation is working?
> > > > > 
> > > > > 
> > > > > 
> > > > > 
> > > >   No, sorry, no time for that although I plan to do so asap. I will 
> > > > give it priority though since, if I recall correctly, you'd like to 
> > > > release 3.5.8 this week, right?
> > > >  
> > > > 
> > >  I would like to get osganimation tested and if all goes well merged with 
> > > master, I'll then tag 3.5.8.  I'd like to do that this week, clear my 
> > > desk for being busy next week :-)
> > > 
> > > 
> > > Once 3.5.8 is out the way my focus on the OSG side moves to the finishing 
> > > the shader_pipeline branch and getting this merged into master, and then 
> > > finally go for OSG-4.0!
> > > 
> > > 
> > > 
> > > 
> >  Perfect, those are all good motivations, I will do at least my part 
> > testing the osganimation branch and master :-)
> > 
> > Cheers
> > Raymond
> > 
> > 
> > 
> > >
> > > 
> > > Robert.
> > > 
> > > 
> > > 
> > > 
> > > 
> > > 
> > > > ___
> > > > osg-users mailing list
> > > >  ()
> > > > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
> > > >  
> > > > (http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org)
> > > > 
> > >  
> >  
> > 
> > 
> > 
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-31 Thread Raymond de Vries

Hi Julien,

To start with, can you point us which model we should use to try out the 
osganimationhardware example? nathan.osg does not load. Can you share a 
model that should work?


Thanks, cheers,
Raymond



On 30-10-2017 16:08, Raymond de Vries wrote:

Hi Robert,

On 10/30/2017 4:04 PM, Robert Osfield wrote:

Hi Raymond,

On 30 October 2017 at 14:58, Raymond de Vries > wrote:




With these changes applied, did you get a chance to test how the
new rev of osgAnimation is working?

No, sorry, no time for that although I plan to do so asap. I will
give it priority though since, if I recall correctly, you'd like
to release 3.5.8 this week, right?


I would like to get osganimation tested and if all goes well merged 
with master, I'll then tag 3.5.8.  I'd like to do that this week, 
clear my desk for being busy next week :-)


Once 3.5.8 is out the way my focus on the OSG side moves to the 
finishing the shader_pipeline branch and getting this merged into 
master, and then finally go for OSG-4.0!
Perfect, those are all good motivations, I will do at least my part 
testing the osganimation branch and master :-)


Cheers
Raymond




Robert.


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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-30 Thread Raymond de Vries

Hi Robert,

On 10/30/2017 4:04 PM, Robert Osfield wrote:

Hi Raymond,

On 30 October 2017 at 14:58, Raymond de Vries > wrote:




With these changes applied, did you get a chance to test how the
new rev of osgAnimation is working?

No, sorry, no time for that although I plan to do so asap. I will
give it priority though since, if I recall correctly, you'd like
to release 3.5.8 this week, right?


I would like to get osganimation tested and if all goes well merged 
with master, I'll then tag 3.5.8.  I'd like to do that this week, 
clear my desk for being busy next week :-)


Once 3.5.8 is out the way my focus on the OSG side moves to the 
finishing the shader_pipeline branch and getting this merged into 
master, and then finally go for OSG-4.0!
Perfect, those are all good motivations, I will do at least my part 
testing the osganimation branch and master :-)


Cheers
Raymond




Robert.


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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-30 Thread Robert Osfield
Hi Raymond,

On 30 October 2017 at 14:58, Raymond de Vries  wrote:

>
> With these changes applied, did you get a chance to test how the new rev
> of osgAnimation is working?
>
> No, sorry, no time for that although I plan to do so asap. I will give it
> priority though since, if I recall correctly, you'd like to release 3.5.8
> this week, right?
>
> I would like to get osganimation tested and if all goes well merged with
master, I'll then tag 3.5.8.  I'd like to do that this week, clear my desk
for being busy next week :-)

Once 3.5.8 is out the way my focus on the OSG side moves to the finishing
the shader_pipeline branch and getting this merged into master, and then
finally go for OSG-4.0!

Robert.
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-30 Thread Raymond de Vries

Hi Robert,

On 10/30/2017 3:53 PM, Robert Osfield wrote:
On 30 October 2017 at 13:05, Robert Osfield > wrote:


Hi Raymond,

On 30 October 2017 at 12:42, Raymond de Vries > wrote:

Yes, indeed, please see the submissions mail ;-)


I haven't spotted a recent post from you. Could you resend it?


Thanks for reposting, changes now merged and master and osganimation 
where appropriate.  I presume mailman must have discarded your post as 
you posted it from an address that isn't subscribed to osg-submissions 
mailing list.
I double checked and the address was already subscribed (I also get 
messages from that list). I did not get a copy back though, now that we 
talk about it... I will keep an eye on it.





With these changes applied, did you get a chance to test how the new 
rev of osgAnimation is working?
No, sorry, no time for that although I plan to do so asap. I will give 
it priority though since, if I recall correctly, you'd like to release 
3.5.8 this week, right?


Cheers,
Raymond






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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-30 Thread Robert Osfield
On 30 October 2017 at 13:05, Robert Osfield 
wrote:

> Hi Raymond,
>
> On 30 October 2017 at 12:42, Raymond de Vries  wrote:
>
>> Yes, indeed, please see the submissions mail ;-)
>>
>
> I haven't spotted a recent post from you.  Could you resend it?
>

Thanks for reposting, changes now merged and master and osganimation where
appropriate.  I presume mailman must have discarded your post as you posted
it from an address that isn't subscribed to osg-submissions mailing list.


With these changes applied, did you get a chance to test how the new rev of
osgAnimation is working?


Robert.
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-30 Thread Robert Osfield
Hi Raymond,

On 30 October 2017 at 12:42, Raymond de Vries  wrote:

> Yes, indeed, please see the submissions mail ;-)
>

I haven't spotted a recent post from you.  Could you resend it?

Thanks,
Robert
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-30 Thread Raymond de Vries

Hi Robert,

Yes, indeed, please see the submissions mail ;-)

Cheers
Raymond



On 10/30/2017 1:40 PM, Robert Osfield wrote:

Hi Raymond et. al,

On 27 October 2017 at 19:24, Raymond de Vries > wrote:


I will give it another try this weekend and let you know how it
goes. Hope it can be resolved quickly.


Were you able to test the osg_animation branch?

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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-30 Thread Robert Osfield
Hi Raymond et. al,

On 27 October 2017 at 19:24, Raymond de Vries  wrote:

> I will give it another try this weekend and let you know how it goes. Hope
> it can be resolved quickly.
>

Were you able to test the osg_animation branch?

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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-27 Thread Julien Valentin
Hi
I think indentation problems came with the qtcreator beautifier i use that is a 
bit odd..In the past I used codeblocks format tool wish is great.
I'm going to reformat with codeblock to see if it's better..
 

robertosfield wrote:
> Hi Julien,
> 
> 
> I have begun my old build tests and have merged master into osganimation 
> branch and checked this in, and then fixed the build problems when compiling 
> with OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION set to OFF.  These changes 
> are all checked into the osganimation branch.
> 
> 
> I have begun looking at source code and find the style used a bit awkward and 
> rather different from the rest of the OSG.  I know this will have been partly 
> been down to what it's been like prior to your changes.  I don't find the 
> style used for spacing and indentation helps readability - there are some 
> very odd choices where therearenowspacesbetweenstuff and then  bits 
> that have an    odd segments of code   where the spacing  
>    is    very  spacious for no apparent  reason.
> 
> 
> I don't know how practical it is for me to go through all osg osgAnimation 
> and headers to fix things.  In the past I have used code beutifiers with 
> varying success.  Perhaps there are modern tools now that can do a better job 
> and worth trying out.  I welcome suggestions on what tools there might be.  
> What I'd like to arrive at is an osgAnimation headers and source that look 
> like the rest of the OSG.
> 
> 
> 
> 
> 
> On 27 October 2017 at 14:27, Julien Valentin < ()> wrote:
> 
> > Hi Robert
> > I just did a commit of my experimental useless bone removal method.
> > 
> 
> 
> There is a conflict on this change that github is reporting:
> 
> 
>    https://github.com/openscenegraph/OpenSceneGraph/pull/374 
> (https://github.com/openscenegraph/OpenSceneGraph/pull/374)
> 
> 
> Thoughts?
> 
>  
> 
> >  So long so far I didn't have any issue with my Blender test models (which 
> > represent a "outnumbered sample" of 2 models...one with ik the other with 
> > morphtarget)
> > However, I didn't have any feedback from the community or original 
> > maintainer so I can't certificate it 100% bugfree.
> > 
> > 
> > > From my point of view, I achieve to do whadIwannado with it (MDI crowd) 
> > > so I'm quite satisfied with the current version and would vote for 
> > > merging, but it's just one perspective among other ...
> > > 
> > 
> 
> 
> OK.  So we are now at a point where we need wider testing.
> 
> 
> 
> Personally I have not been a serious user of osgAnimation so haven't got much 
> experience or test cases to draw from so need yourself and the rest of the 
> community to hammer it hard.
> 
> 
> Robert.
> 
>  
> 
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-27 Thread Raymond de Vries
Hi Robert,

I will give it another try this weekend and let you know how it goes. Hope it 
can be resolved quickly.

Cheers,
Raymond


Sent from my iPad

> On Oct 27, 2017, at 18:33, Robert Osfield  wrote:
> 
> Hi Raymond,
> 
>> On 27 October 2017 at 14:41, Raymond de Vries  wrote:
>> FWIW, I tried to build the osganimation branch last week or so with Visual 
>> Studio 2015 and it did not build. I did not have time to look into the 
>> issues but plan to do so asap.
> 
> Do you recall what the issues were?  I might be able resolve them before you 
> next check it out.
>  
>> 
>> Fyi, I will test with fbx models that I have used successfully with previous 
>> versions of the OSG.
> 
> Thanks that will be really helpful.
> 
> Cheers,
> Robert.
>  
> 
>  
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-27 Thread Jordi Torres
Hi Julien, Robert et al.

I'll be out next week, but my plan is to start testing as soon as I get to
my computer.
We have a wide variety of animation models to test, so I hope we can help
in this topic.

Sorry for not being able to add any feedback these days.

Cheers.

El 27 oct. 2017 6:33 p. m., "Robert Osfield" 
escribió:

Hi Raymond,

On 27 October 2017 at 14:41, Raymond de Vries  wrote:

> FWIW, I tried to build the osganimation branch last week or so with Visual
> Studio 2015 and it did not build. I did not have time to look into the
> issues but plan to do so asap.
>

Do you recall what the issues were?  I might be able resolve them before
you next check it out.


>
> Fyi, I will test with fbx models that I have used successfully with
> previous versions of the OSG.
>

Thanks that will be really helpful.

Cheers,
Robert.




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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-27 Thread Robert Osfield
Hi Raymond,

On 27 October 2017 at 14:41, Raymond de Vries  wrote:

> FWIW, I tried to build the osganimation branch last week or so with Visual
> Studio 2015 and it did not build. I did not have time to look into the
> issues but plan to do so asap.
>

Do you recall what the issues were?  I might be able resolve them before
you next check it out.


>
> Fyi, I will test with fbx models that I have used successfully with
> previous versions of the OSG.
>

Thanks that will be really helpful.

Cheers,
Robert.
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-27 Thread Robert Osfield
Hi Julien,

On 27 October 2017 at 14:57, Robert Osfield 
wrote:

> There is a conflict on this change that github is reporting:
>
>https://github.com/openscenegraph/OpenSceneGraph/pull/374
>

I have done another review of the changes and in particular the conflict,
I've worked out the cause of the conflict and how to merge.  The PR is now
merged with the osganimation branch.

Robert.
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-27 Thread Robert Osfield
Hi Julien,

I have begun my old build tests and have merged master into osganimation
branch and checked this in, and then fixed the build problems when
compiling with OSG_USE_REF_PTR_IMPLICIT_OUTPUT_CONVERSION set to OFF.
These changes are all checked into the osganimation branch.

I have begun looking at source code and find the style used a bit awkward
and rather different from the rest of the OSG.  I know this will have been
partly been down to what it's been like prior to your changes.  I don't
find the style used for spacing and indentation helps readability - there
are some very odd choices where therearenowspacesbetweenstuff and then
bits that have anodd segments of code   where
the spacing isvery  spacious for no apparent
reason.

I don't know how practical it is for me to go through all osg osgAnimation
and headers to fix things.  In the past I have used code beutifiers with
varying success.  Perhaps there are modern tools now that can do a better
job and worth trying out.  I welcome suggestions on what tools there might
be.  What I'd like to arrive at is an osgAnimation headers and source that
look like the rest of the OSG.


On 27 October 2017 at 14:27, Julien Valentin 
wrote:

> Hi Robert
> I just did a commit of my experimental useless bone removal method.
>

There is a conflict on this change that github is reporting:

   https://github.com/openscenegraph/OpenSceneGraph/pull/374

Thoughts?


> So long so far I didn't have any issue with my Blender test models (which
> represent a "outnumbered sample" of 2 models...one with ik the other with
> morphtarget)
> However, I didn't have any feedback from the community or original
> maintainer so I can't certificate it 100% bugfree.
>
> From my point of view, I achieve to do whadIwannado with it (MDI crowd) so
> I'm quite satisfied with the current version and would vote for merging,
> but it's just one perspective among other ...
>

OK.  So we are now at a point where we need wider testing.

Personally I have not been a serious user of osgAnimation so haven't got
much experience or test cases to draw from so need yourself and the rest of
the community to hammer it hard.

Robert.
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-27 Thread Raymond de Vries

Hi,

FWIW, I tried to build the osganimation branch last week or so with 
Visual Studio 2015 and it did not build. I did not have time to look 
into the issues but plan to do so asap.


Fyi, I will test with fbx models that I have used successfully with 
previous versions of the OSG.


Cheers,
Raymond



On 10/27/2017 3:27 PM, Julien Valentin wrote:

Hi Robert
I just did a commit of my experimental useless bone removal method.
So long so far I didn't have any issue with my Blender test models (which represent a 
"outnumbered sample" of 2 models...one with ik the other with morphtarget)
However, I didn't have any feedback from the community or original maintainer 
so I can't certificate it 100% bugfree.

 From my point of view, I achieve to do whadIwannado with it (MDI crowd) so I'm 
quite satisfied with the current version and would vote for merging, but it's 
just one perspective among other ...

Cheers


robertosfield wrote:

Hi Julien,


What is the status of the osganimation branch?  How close do you feel we are to 
merging it with master?


I haven't done recent testing on osganimation so don't have any personal 
observations to chip in, but plan to start looking it with a view to merging 
with master.


I will also tag a dev release early next week so could possibly merge 
osganimation for that.


Let me know what the status is so I can start planning my review time.



Cheers,

Robert.

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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-27 Thread Julien Valentin
Hi Robert
I just did a commit of my experimental useless bone removal method.
So long so far I didn't have any issue with my Blender test models (which 
represent a "outnumbered sample" of 2 models...one with ik the other with 
morphtarget)
However, I didn't have any feedback from the community or original maintainer 
so I can't certificate it 100% bugfree.

From my point of view, I achieve to do whadIwannado with it (MDI crowd) so I'm 
quite satisfied with the current version and would vote for merging, but it's 
just one perspective among other ...

Cheers


robertosfield wrote:
> Hi Julien,
> 
> 
> What is the status of the osganimation branch?  How close do you feel we are 
> to merging it with master?
> 
> 
> I haven't done recent testing on osganimation so don't have any personal 
> observations to chip in, but plan to start looking it with a view to merging 
> with master.
> 
> 
> I will also tag a dev release early next week so could possibly merge 
> osganimation for that.
> 
> 
> Let me know what the status is so I can start planning my review time.
> 
> 
> 
> Cheers,
> 
> Robert.
> 
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-10-27 Thread Robert Osfield
Hi Julien,

What is the status of the osganimation branch?  How close do you feel we
are to merging it with master?

I haven't done recent testing on osganimation so don't have any personal
observations to chip in, but plan to start looking it with a view to
merging with master.

I will also tag a dev release early next week so could possibly merge
osganimation for that.

Let me know what the status is so I can start planning my review time.

Cheers,
Robert.
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-09-14 Thread Dario Minieri
Hi,

I post my request here because osgAnimation related.

There is some examples/possibility to blend two animations? So, make the 
transition from an animation to another in a smooth way?

Thank you!

Cheers,
Dario

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Re: [osg-users] [osganimation branch] Review, test, critics

2017-09-06 Thread Julien Valentin
Hi Raymond
It's not a revolution:)
There's no changes in API so all is expect to run as usual.
so fbx models should work...
And no it's not directly related to MDI: I decided to rewrite it because of a 
bug I encountered during the dev of a rigeometry simplification tool..

Cheers

reedev wrote:
> Hi Julien,
> 
> This sounds promising and I will try it out. For my/our understanding: should 
> we be able to use our models from for instance fbx files as-is?
> 
> Is there a relation, or will there be, with your MDI work?
> 
> Cheers,
> Raymond
> 
> 
> Verstuurd vanaf mijn iPad
> 
> 
> > Op 5 sep. 2017 om 20:57 heeft Julien Valentin <> het volgende geschreven:
> > 
> > Up for the ML:
> > Hi,
> > A new development branch on refactoring of osgAnimation has been open. 
> > https://github.com/openscenegraph/OpenSceneGraph/tree/osganimation
> > .
> > Main features
> > -Rewriting of animation datapreparation and RigTransforms (have observed 
> > few perf enhancement for both loading and software animation)
> > -Delegates animation data preparation to RigTransform instead of 
> > RigGeometry (and so remove the utility of Influence Set)
> > -add a MorphTargetHardware implementation
> > -add a bunch of utility functions to deal with VertexInfluenceMap
> > -various cleanup and bug fixes
> > 
> > I invite you all to test, review and critic new design and features.
> > I would like to know if some of you experience problem with their 
> > model...(I'm not perfect:/ so perhaps I miss something)
> > Feel free to give your feedback here
> > 
> > Things to know:
> > -using RigTransformHW, the skinning.vert from OpenSceneGraphData.git must 
> > be modified changing 
> > 
> > Code:
> > uniform int nbBonesPerVertex;
> > 
> > 
> > to
> > 
> > Code:
> > uniform uint nbBonesPerVertex;
> > 
> > 
> > Perhaps it breaks backward compatibility, please tell me
> > 
> > PS:Further, from a personal point of view I would push refactoring toward 
> > backward miscompatibilities with few renaming so tell here if anyone 
> > manipulate VertexInfluence in their work.
> > 
> > 
> > 
> > Thank you!
> > 
> > Cheers,
> > Julien
> > 
> > --
> > Read this topic online here:
> > http://forum.openscenegraph.org/viewtopic.php?p=71631#71631
> > 
> > 
> > 
> > 
> > 
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-09-05 Thread Raymond de Vries
Hi Julien,

This sounds promising and I will try it out. For my/our understanding: should 
we be able to use our models from for instance fbx files as-is?

Is there a relation, or will there be, with your MDI work?

Cheers,
Raymond


Verstuurd vanaf mijn iPad

> Op 5 sep. 2017 om 20:57 heeft Julien Valentin  
> het volgende geschreven:
> 
> Up for the ML:
> Hi,
> A new development branch on refactoring of osgAnimation has been open. 
> https://github.com/openscenegraph/OpenSceneGraph/tree/osganimation
> .
> Main features
> -Rewriting of animation datapreparation and RigTransforms (have observed few 
> perf enhancement for both loading and software animation)
> -Delegates animation data preparation to RigTransform instead of RigGeometry 
> (and so remove the utility of Influence Set)
> -add a MorphTargetHardware implementation
> -add a bunch of utility functions to deal with VertexInfluenceMap
> -various cleanup and bug fixes
> 
> I invite you all to test, review and critic new design and features.
> I would like to know if some of you experience problem with their 
> model...(I'm not perfect:/ so perhaps I miss something)
> Feel free to give your feedback here
> 
> Things to know:
> -using RigTransformHW, the skinning.vert from OpenSceneGraphData.git must be 
> modified changing 
> 
> Code:
> uniform int nbBonesPerVertex;
> 
> 
> to
> 
> Code:
> uniform uint nbBonesPerVertex;
> 
> 
> Perhaps it breaks backward compatibility, please tell me
> 
> PS:Further, from a personal point of view I would push refactoring toward 
> backward miscompatibilities with few renaming so tell here if anyone 
> manipulate VertexInfluence in their work.
> 
> 
> 
> Thank you!
> 
> Cheers,
> Julien
> 
> --
> Read this topic online here:
> http://forum.openscenegraph.org/viewtopic.php?p=71631#71631
> 
> 
> 
> 
> 
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-09-05 Thread Julien Valentin
Up for the ML:
Hi,
A new development branch on refactoring of osgAnimation has been open. 
https://github.com/openscenegraph/OpenSceneGraph/tree/osganimation
.
Main features
-Rewriting of animation datapreparation and RigTransforms (have observed few 
perf enhancement for both loading and software animation)
-Delegates animation data preparation to RigTransform instead of RigGeometry 
(and so remove the utility of Influence Set)
-add a MorphTargetHardware implementation
-add a bunch of utility functions to deal with VertexInfluenceMap
-various cleanup and bug fixes

I invite you all to test, review and critic new design and features.
I would like to know if some of you experience problem with their model...(I'm 
not perfect:/ so perhaps I miss something)
Feel free to give your feedback here

Things to know:
-using RigTransformHW, the skinning.vert from OpenSceneGraphData.git must be 
modified changing 

Code:
uniform int nbBonesPerVertex;


to

Code:
uniform uint nbBonesPerVertex;


Perhaps it breaks backward compatibility, please tell me

PS:Further, from a personal point of view I would push refactoring toward 
backward miscompatibilities with few renaming so tell here if anyone manipulate 
VertexInfluence in their work.



Thank you!

Cheers,
Julien

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Re: [osg-users] [osganimation branch] Review, test, critics

2017-09-02 Thread michael kapelko
Hi. It would be nice to know WHAT changed and WHY.
Otherwise the news is kinda funny. Something has been changed and
everyone is welcome to test it. Sounds like a github project just went
live! But so did thousands of others.


On 3 September 2017 at 01:36, Julien Valentin
 wrote:
>
> mp3butcher wrote:
>> Hi,
>> A new development branch on refactoring of osgAnimation has been open.
>> https://github.com/openscenegraph/OpenSceneGraph/tree/osganimation
>> It provides also some new features and bug fixes.
>> I invite you all to test, review and critic  new design and features.
>> Feel free to give your feedback here
>>
>> Things to know:
>> -using RigTransformHW, the skinning.vert in $OSG_FILE_PATH  must bemodified 
>> changing
>>
>> Code:
>> uniform int nbBonesPerVertex;
>>
>>
>> to
>>
>> Code:
>> uniform uint nbBonesPerVertex;
>>
>>
>> Perhaps it breaks backward compatibility, please tell me
>>
>> PS:Further, from a personal point of view I would push refactoring toward 
>> backward miscompatibilities with few renaming so tell here if anyone 
>> manipulate VertexInfluence in their work.
>>
>>
>>
>> Thank you!
>>
>> Cheers,
>> Julien
>
>
> --
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> http://forum.openscenegraph.org/viewtopic.php?p=71611#71611
>
>
>
>
>
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Re: [osg-users] [osganimation branch] Review, test, critics

2017-09-02 Thread Julien Valentin

mp3butcher wrote:
> Hi,
> A new development branch on refactoring of osgAnimation has been open. 
> https://github.com/openscenegraph/OpenSceneGraph/tree/osganimation
> It provides also some new features and bug fixes.
> I invite you all to test, review and critic  new design and features.
> Feel free to give your feedback here
> 
> Things to know:
> -using RigTransformHW, the skinning.vert in $OSG_FILE_PATH  must bemodified 
> changing 
> 
> Code:
> uniform int nbBonesPerVertex;
> 
> 
> to
> 
> Code:
> uniform uint nbBonesPerVertex;
> 
> 
> Perhaps it breaks backward compatibility, please tell me
> 
> PS:Further, from a personal point of view I would push refactoring toward 
> backward miscompatibilities with few renaming so tell here if anyone 
> manipulate VertexInfluence in their work.
> 
> 
> 
> Thank you!
> 
> Cheers,
> Julien


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[osg-users] [osganimation branch] Review, test, critics

2017-08-31 Thread Julien Valentin
Hi,
A new development branch on refactoring of osgAnimation has been open. 
https://github.com/openscenegraph/OpenSceneGraph/tree/osganimation
It provides also some new features and bug fixes.
I invite you all to test, review and critic  new design and features.
Feel free to give your feedback here

Further, from a personal point of view I would push refactoring toward backward 
miscompatibilities with few renaming so tell here if anyone manipulate 
VertexInfluence in their work.

Thank you!

Cheers,
Julien

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Re: [osg-users] [osgAnimation::TransformHardware]bug BonePalette indices ?

2017-08-23 Thread Robert Osfield
On 23 August 2017 at 15:04, Julien Valentin 
wrote:

> Okay I found it
> It was simply due to stateset sharing among several RigGeometry's
> sourcegeometries
>
> Given that fact the TransformHardware mod several times the same
> stateset..and give wrong result
>
> Will make a patch in osgexport in order to handle this case
>

Good to hear you've tracked it down.

FYI, I'm not the author of osgAnimation and haven't used it other than to
maintain bit of it when needed, so I'm easily able to jump in and know what
is what - I have to sit down with the code and an example and work out what
is going on and what is likely to have been originally intended.

Robert.
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Re: [osg-users] [osgAnimation::TransformHardware]bug BonePalette indices ?

2017-08-23 Thread Julien Valentin
Okay I found it
It was simply due to stateset sharing among several RigGeometry's 
sourcegeometries

Given that fact the TransformHardware mod several times the same stateset..and 
give wrong result

Will make a patch in osgexport in order to handle this case


mp3butcher wrote:
> Hello ol
> Excuse for my incapacity to be more formal but I've hacked a lot osganimation 
> so it's hard to be sure
> 
> But I just reproduce this strange bug, so there seams something wrong with 
> uploaded vertexattrib:
> I add a guard in the skinning VS
> 
> Code:
>  if(matrixIndex < palettsize )
> 
> 
> (palettsize==MAX_MATRIX) ) 
> in computeAcummulatedNormalAndPosition func
> And the render gets badder (so the test gets a false value)
> It means that boneindex is wrong
> (Note that with this guard using uniform or UBO gives the same result so the 
> bug might definitly come from here and not from uniform as i originally state 
> in the subject)
> 
> I add a vertexattribute check to test if the invcondition
> 
> Code:
>  if (indexelement of a vaa>=palettesize && associated weight!=0) print stuff
> 
> 
> on the ram side but  it's never triggered   ?!
> 
> 
> Any idea?
> 
> 
> robertosfield wrote:
> > Hi Julien,
> > 
> > On 23 August 2017 at 00:51, Julien Valentin < ()> wrote:
> > 
> > > Sorry false alarm, I mess up my brain for nothing
> > > Too tired to code
> > 
> > 
> > Does this mean you've got things working?
> > 
> > 
> > Robert.
> > 
> >  
> > 
> >  --
> > Post generated by Mail2Forum
> 


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Re: [osg-users] [osgAnimation::TransformHardware]bug in osg::Uniform ?

2017-08-23 Thread Julien Valentin
Hello ol
Excuse for my incapacity to be more formal but I've hacked a lot osganimation 
so it's hard to be sure

But I just reproduce this strange bug, so there seams something wrong with 
uploaded vertexattrib:
I add a guard in the skinning VS

Code:
 if(matrixIndex < palettsize )


(palettsize==MAX_MATRIX) ) 
in computeAcummulatedNormalAndPosition func
And the render gets badder (so the test gets a false value)
It means that boneindex is wrong

I add a vertexattribute check to test if the invcondition

Code:
 if (indexelement of a vaa>=palettesize && associated weight!=0) print stuff


on the ram side but  it's never triggered   ?!


Any idea?


robertosfield wrote:
> Hi Julien,
> 
> On 23 August 2017 at 00:51, Julien Valentin < ()> wrote:
> 
> > Sorry false alarm, I mess up my brain for nothing
> > Too tired to code
> 
> 
> Does this mean you've got things working?
> 
> 
> Robert.
> 
>  
> 
>  --
> Post generated by Mail2Forum


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Re: [osg-users] [osgAnimation::TransformHardware]bug in osg::Uniform ?

2017-08-22 Thread Julien Valentin
Err,
Sorry false alarm, I mess up my brain for nothing
Too tired to code


mp3butcher wrote:
> Hi,
> I spend a lot of time debugging osgAnimation::TransformHardware.
> It appears that the bonepalette (mat4array uniform) is not correctly uploaded 
> sometimes (even if I fill it with identity, i continue to have strange 
> matrices in the shader)
> I added a lot of stuff to debug it like methods to limit the size of the 
> bonepalette but it seams not linked (the bug occurs for a mesh with only 
> 2xmat4 uniform!!?)
> I replaced the uniform with a UBO and all work now, but it still is very 
> frustrating not to understand why the uniform is bad
> Do anyone experience the same stuff?
> I debug the call to glUniformMatrix4fv and all seams to be good at first 
> glance
> Could It be a driver issue?
> NVIDIA 381.22 on a GT440
> 
> link to my test model 
> https://drive.google.com/file/d/0BxIH-jcsgYDdbFNEd0VjZktDSm8/view?usp=sharing
> 
> Any tought would be welcome
> Thanks
> 
> 
> 
> 
> 
> 
> Thank you!
> 
> Cheers,
> Julien


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[osg-users] [osgAnimation::TransformHardware]bug in osg::Uniform ?

2017-08-22 Thread Julien Valentin
Hi,
I spend a lot of time debugging osgAnimation::TransformHardware.
It appears that the bonepalette (mat4array uniform) is not correctly uploaded 
(even if I fill it with identity, i continue to have strange matrices in the 
shader)
I added a lot of stuff to debug it like methods to limit the size of the 
bonepalette but it seams not linked (the bug occurs for a mesh with 2xmat4 
uniform!!?)
I replaced the uniform with a UBO and all work now, but it still is very 
frustrating not to understand why the uniform is bad
Do anyone experience the same stuff?
I debug the call to glUniformMatrix4fv and all seams to be good at first glance
Could It be a driver issue?
NVIDIA 381.22 on a GT440

Any tought would be welcome
Thanks






Thank you!

Cheers,
Julien

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[osg-users] osgAnimation pause and reverse play

2014-09-26 Thread Maxim Kuzmin
Hi,

I've got 3d-model with animations. I would like to be able to play backwards 
and pause these animations. How can I do it? I know that it is possible with 
osg::AnimationPath, but here I've got only osg::Animation.

Thank you!

Cheers,
Maxim

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[osg-users] osgAnimation strategy

2014-07-11 Thread Robert Gosztyla
Hi,

I've created new import/export plugin for models stored in particular format. 
There are animations included, which are imported also without any problem. 
However i would like to have possibility to edit such animations in my editor 
or add new ones. In fact, my models are collected from different parts loaded 
from different files, so each file creates one osgAnimation object, then each 
node (geometry part) inside such file uses UpdateMatrixTransform and each 
transformation is created using channels. When such file is imported, animation 
is registered in BasicAnimationManager.
And here is the question regarding strategy of creating and importing such 
animations - is above approach is right one? Maybe each animated node in each 
file should create separate osgAnimation object? After loading i would like to 
have possibility to add new animation to existing one or add it to object not 
animated yet.

For example: let's say i have node (not animated) in the tree, which is 
connected to some animated parent. I would like to add separate animation to 
it, how to do that? Create UpdateMatrixTransform and channels and then put it 
into parent animation object? Or create new animation and add to manager? Or in 
fact it really doesn't matter to which animation data are added?

Thank you!

Cheers,
Robert

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[osg-users] osgAnimation Ragdoll Problem

2014-04-18 Thread Max Reimann
Hi,

Im trying to build a Ragdoll with Bullet and a osgAnimation skeleton.
Ive got the bullet side working and now trying to update the bones of the osg 
skeleton with the transforms. 

The problem is that I cant seem to get the conversion from worldspace to bone 
space right (every bone in bullet is in worldspace).

I set a bone up like this :



Code:

osg::ref_ptrosgAnimation::Bone bone = new osgAnimation::Bone;
parent-insertChild(0, bone.get());
parent-addChild(createBoneShape(transform.getTrans(), osg::Vec4(1.0f, 
1.0f, 1.0f, 1.0f)));

 osg::ref_ptrRagdollBoneUpdater updater = new 
RagdollBoneUpdater(motionState, name);

 bone-setUpdateCallback(updater.get());
 
bone-setMatrixInSkeletonSpace(osg::Matrix::translate(transform.getTrans()) * 
bone-getMatrixInSkeletonSpace());
 bone-setName(name);





And use the updater to get the worldtransform from the btMotionstate:

Code:


class RagdollBoneUpdater : public osgAnimation::UpdateBone
{
public:
 RagdollBoneUpdater(BoneMotionState* motionState, const std::string 
name) : m_motionState(motionState), UpdateBone(name)
 {

 }

 /** Callback method called by the NodeVisitor when visiting a node.*/
 void operator()(osg::Node* node, osg::NodeVisitor* nv)
 {
 if (nv  nv-getVisitorType() == osg::NodeVisitor::UPDATE_VISITOR)
 {
osgAnimation::Bone* b = 
dynamic_castosgAnimation::Bone*(node);

btTransform transform = 
m_motionState-getLocalTransform();
const osg::Matrix matrix = 
Conversion::asOsgMatrix(transform);
b-setMatrix(matrix);

osgAnimation::Bone* parent = b-getBoneParent();
if (parent)

b-setMatrixInSkeletonSpace(b-getMatrixInBoneSpace() * 
parent-getMatrixInSkeletonSpace());
else

b-setMatrixInSkeletonSpace(b-getMatrixInBoneSpace());
}
traverse(node, nv);
 }
private:
 BoneMotionState *m_motionState;
};




I implemented the m_motionState-getLocalTransform() by calculating the offset 
to the parent, but Im no sure if this is the right way:


Code:


 btTransform ModelBone::getLocalTransform(btTransform worldTransform)
 {
if (m_parent != nullptr)
{
btVector3 parentToChild = 
m_parent-m_worldTransform.getOrigin() - worldTransform.getOrigin() ;
btQuaternion parentToChildQuat = 
m_parent-m_worldTransform.getRotation() * 
worldTransform.getRotation().inverse();
return btTransform(parentToChildQuat, parentToChild);
}
else
return worldTransform;
 }





Note that the transforms look right, when the ragdoll doesnt move, so initial 
transforms are right, it seems to be the rotations which are off.

Hope anyone can help.

Cheers,
Max

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Re: [osg-users] osgAnimation - Seperate animations from keyframe ranges

2013-10-14 Thread Jan Ciger
On Mon, Oct 14, 2013 at 3:35 AM, Paul Pocock
paul.ta...@internode.on.net wrote:
 Hi all - I have grouped my animations in one long sequence using 3ds 2010
 but would like to seperate these out in OSG as named seperate animations
 based on a start stop key frame value . Is this possible to do using
 osgAnimation?

Not that I am aware of, at least not without writing some custom code.
However, why did you export the animations in that way? That's a
really strange way of doing it, I can't think about many advantages of
that.

Regards,

J.
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[osg-users] osgAnimation - Seperate animations from keyframe ranges

2013-10-13 Thread Paul Pocock
Hi all - I have grouped my animations in one long sequence using 3ds 
2010 but would like to seperate these out in OSG as named seperate 
animations based on a start stop key frame value . Is this possible to 
do using osgAnimation?


Best Regards
Paul
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Re: [osg-users] osgAnimation skinning problem

2013-08-14 Thread Stefan Frings
Hello,
i found the solution. If someone is intereseted:
The result of setMatrixInSkeletonSpace will be periodically overriden by
UpdateBone. To set this value doesn't make sense.
setInvBindMatrixInSkeletonSpace is necessary instead. The parameter of this
function is the transform from the bind pose of the current bone to the
skeleton root, but without the translation of the current bone.

The code of the osganimationskinning example is ok, but i followed at first
the OpenSceneGraph Cookbook which explains to make use of
setMatrixInSkeletonSpace (Skinning a customized mesh, Page 212, first code
listening).


Best regards,
Stefan


2013/8/12 Stefan Frings stefan0fri...@gmail.com

 Hi,
 currently i'm writing an Ogre XML import plugin for OSG. Source will
 be available if it's working as expected.
 Import of meshes is working fine, but the skinning of skeleton
 animations in OSG drives me crazy.

 I created a demo model, skeleton and animation (quad with two bones)
 in Blender (2.49) and exported it with the OGRE mesh exporter.
 The Ogre tool CEGUI Mesh Viewer
 (http://www.ogre3d.org/tikiwiki/CEGUI+Mesh+Viewer) can display it
 correct.
 The model consists of 4 vertices and two triangles (face0: v0, v1, v3
 and face1: v1, v2, v3).
 The bone Bone influences the vertices v0, v1 and v2 and the child
 bone Bone.001 influences the vertex v3.
 The image below shows the quad with the two bones. Both bones are
 laying in the same level (XY-plane) as the quad.

 http://lib-dev.com/osganim_skinning/blender.png

 See below for the generated Ogre XML mesh and skeleton file.
 For testing and demonstration purposes i hard coded the model with OSG
 (see below), based on the data given by the files.

 The result looks like like this.
 http://lib-dev.com/osganim_skinning/osg_result.png

 The quad isn't any longer a quad, even if no animation to the the
 bones is applied.
 And the origin of the second bone Bone.001 is at y=1. It should be
 located at y=-1,
 because of the rotation of the previos bone, but it isn't.
 However the second bone is relative to the first one.
 Result screenshot is taken during a rotation of Bone about the
 X-axis. The big coordinate
 axes marks the origin and the small ones show the position of the bones.
 I think i did a mistake at the creation of the bones, but i can't figure
 it out.
 Is the setMatrixInSkeletonSpace(...) call correct, or did i forget
 something?

 The source is adapted from the osganimationskinning example.

 I already spent days to find and fix it without any success.
 Thanks for advices or ideas!
 I'm using OSG 3.0.1 on Linux.

 Kindly regards,
 Stefan Frings


 Code:
 #include osg/Geometry
 #include osgAnimation/Bone
 #include osgAnimation/Skeleton
 #include osgAnimation/UpdateBone
 #include osgAnimation/RigGeometry
 #include osgAnimation/StackedTranslateElement
 #include osgAnimation/StackedQuaternionElement
 #include osgAnimation/StackedRotateAxisElement
 #include osgAnimation/BasicAnimationManager
 #include osgDB/ReadFile
 #include osgViewer/Viewer


 osgAnimation::RigGeometry* createRigGeo() {
   osg::Geometry* geo = new osg::Geometry;
   osg::ref_ptrosg::Vec3Array vertices(new osg::Vec3Array(4));
   osg::ref_ptrosg::Vec3Array colors(new osg::Vec3Array(4));

   geo-setVertexArray(vertices.get());
   geo-setColorArray(colors.get());
   geo-setColorBinding(osg::Geometry::BIND_PER_VERTEX);

   (*vertices)[0].set(1, 1, 0);
   (*colors)[0].set(1, 0, 0);

   (*vertices)[1].set(-1, 1, 0);
   (*colors)[1].set(0, 1, 0);

   (*vertices)[2].set(-1, -1, 0);
   (*colors)[2].set(0, 0, 1);

   (*vertices)[3].set(1, -1, 0);
   (*colors)[3].set(1, 1, 1);


   osg::DrawElementsUInt* triangles = new
 osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 2 * 3);
   geo-addPrimitiveSet(triangles);

   (*triangles)[0] = 0;
   (*triangles)[1] = 1;
   (*triangles)[2] = 3;

   (*triangles)[3] = 1;
   (*triangles)[4] = 2;
   (*triangles)[5] = 3;

   geo-getOrCreateStateSet()-setMode(GL_LIGHTING, false);
   geo-setDataVariance(osg::Object::DYNAMIC);
   geo-setUseDisplayList(false);


   osgAnimation::RigGeometry* rigGeo = new osgAnimation::RigGeometry;
   rigGeo-setSourceGeometry(geo);
   return rigGeo;
 }


 osgAnimation::VertexInfluenceMap* initVertexMap() {
   osgAnimation::VertexInfluenceMap* vim = new
 osgAnimation::VertexInfluenceMap;

   (*vim)[bone0].setName(bone0);
   (*vim)[bone0].push_back(osgAnimation::VertexIndexWeight(0, 1.0f));
   (*vim)[bone0].push_back(osgAnimation::VertexIndexWeight(1, 1.0f));
   (*vim)[bone0].push_back(osgAnimation::VertexIndexWeight(2, 1.0f));

   (*vim)[bone1].setName(bone1);
   (*vim)[bone1].push_back(osgAnimation::VertexIndexWeight(3, 1.0f));

   return vim;
 }


 int main(int argc, char* argv[]) {
   /// here i expect the mistake ///
   // create root bone (bone0, called Bone in blender)
   osg::ref_ptrosgAnimation::Bone bone0 = new osgAnimation::Bone;

   bone0-setMatrixInSkeletonSpace( osg::Matrix::rotate(M_PI,
 osg::Vec3(1, 0, 0)) *

[osg-users] osgAnimation skinning problem

2013-08-12 Thread Stefan Frings
Hi,
currently i'm writing an Ogre XML import plugin for OSG. Source will
be available if it's working as expected.
Import of meshes is working fine, but the skinning of skeleton
animations in OSG drives me crazy.

I created a demo model, skeleton and animation (quad with two bones)
in Blender (2.49) and exported it with the OGRE mesh exporter.
The Ogre tool CEGUI Mesh Viewer
(http://www.ogre3d.org/tikiwiki/CEGUI+Mesh+Viewer) can display it
correct.
The model consists of 4 vertices and two triangles (face0: v0, v1, v3
and face1: v1, v2, v3).
The bone Bone influences the vertices v0, v1 and v2 and the child
bone Bone.001 influences the vertex v3.
The image below shows the quad with the two bones. Both bones are
laying in the same level (XY-plane) as the quad.

http://lib-dev.com/osganim_skinning/blender.png

See below for the generated Ogre XML mesh and skeleton file.
For testing and demonstration purposes i hard coded the model with OSG
(see below), based on the data given by the files.

The result looks like like this.
http://lib-dev.com/osganim_skinning/osg_result.png

The quad isn't any longer a quad, even if no animation to the the
bones is applied.
And the origin of the second bone Bone.001 is at y=1. It should be
located at y=-1,
because of the rotation of the previos bone, but it isn't.
However the second bone is relative to the first one.
Result screenshot is taken during a rotation of Bone about the
X-axis. The big coordinate
axes marks the origin and the small ones show the position of the bones.
I think i did a mistake at the creation of the bones, but i can't figure it out.
Is the setMatrixInSkeletonSpace(...) call correct, or did i forget something?

The source is adapted from the osganimationskinning example.

I already spent days to find and fix it without any success.
Thanks for advices or ideas!
I'm using OSG 3.0.1 on Linux.

Kindly regards,
Stefan Frings


Code:
#include osg/Geometry
#include osgAnimation/Bone
#include osgAnimation/Skeleton
#include osgAnimation/UpdateBone
#include osgAnimation/RigGeometry
#include osgAnimation/StackedTranslateElement
#include osgAnimation/StackedQuaternionElement
#include osgAnimation/StackedRotateAxisElement
#include osgAnimation/BasicAnimationManager
#include osgDB/ReadFile
#include osgViewer/Viewer


osgAnimation::RigGeometry* createRigGeo() {
  osg::Geometry* geo = new osg::Geometry;
  osg::ref_ptrosg::Vec3Array vertices(new osg::Vec3Array(4));
  osg::ref_ptrosg::Vec3Array colors(new osg::Vec3Array(4));

  geo-setVertexArray(vertices.get());
  geo-setColorArray(colors.get());
  geo-setColorBinding(osg::Geometry::BIND_PER_VERTEX);

  (*vertices)[0].set(1, 1, 0);
  (*colors)[0].set(1, 0, 0);

  (*vertices)[1].set(-1, 1, 0);
  (*colors)[1].set(0, 1, 0);

  (*vertices)[2].set(-1, -1, 0);
  (*colors)[2].set(0, 0, 1);

  (*vertices)[3].set(1, -1, 0);
  (*colors)[3].set(1, 1, 1);


  osg::DrawElementsUInt* triangles = new
osg::DrawElementsUInt(osg::PrimitiveSet::TRIANGLES, 2 * 3);
  geo-addPrimitiveSet(triangles);

  (*triangles)[0] = 0;
  (*triangles)[1] = 1;
  (*triangles)[2] = 3;

  (*triangles)[3] = 1;
  (*triangles)[4] = 2;
  (*triangles)[5] = 3;

  geo-getOrCreateStateSet()-setMode(GL_LIGHTING, false);
  geo-setDataVariance(osg::Object::DYNAMIC);
  geo-setUseDisplayList(false);


  osgAnimation::RigGeometry* rigGeo = new osgAnimation::RigGeometry;
  rigGeo-setSourceGeometry(geo);
  return rigGeo;
}


osgAnimation::VertexInfluenceMap* initVertexMap() {
  osgAnimation::VertexInfluenceMap* vim = new osgAnimation::VertexInfluenceMap;

  (*vim)[bone0].setName(bone0);
  (*vim)[bone0].push_back(osgAnimation::VertexIndexWeight(0, 1.0f));
  (*vim)[bone0].push_back(osgAnimation::VertexIndexWeight(1, 1.0f));
  (*vim)[bone0].push_back(osgAnimation::VertexIndexWeight(2, 1.0f));

  (*vim)[bone1].setName(bone1);
  (*vim)[bone1].push_back(osgAnimation::VertexIndexWeight(3, 1.0f));

  return vim;
}


int main(int argc, char* argv[]) {
  /// here i expect the mistake ///
  // create root bone (bone0, called Bone in blender)
  osg::ref_ptrosgAnimation::Bone bone0 = new osgAnimation::Bone;

  bone0-setMatrixInSkeletonSpace( osg::Matrix::rotate(M_PI,
osg::Vec3(1, 0, 0)) *
osg::Matrix::translate(0.0,0.0,0.0) *
bone0-getMatrixInSkeletonSpace() );

  bone0-setName(bone0);
  bone0-setDataVariance(osg::Object::DYNAMIC);

  osgAnimation::UpdateBone* bone0Update = new osgAnimation::UpdateBone(bone0);
  bone0Update-getStackedTransforms().push_back(new
osgAnimation::StackedTranslateElement(translate,osg::Vec3(0, 0,
0)));
  bone0Update-getStackedTransforms().push_back(new
osgAnimation::StackedRotateAxisElement(rotate, osg::Vec3(1, 0, 0),
M_PI));
  bone0-setUpdateCallback(bone0Update);


  // create child bone (bone1, called Bone.001 in blender)
  osg::ref_ptrosgAnimation::Bone bone1 = new osgAnimation::Bone;

  bone1-setMatrixInSkeletonSpace( osg::Matrix::rotate(0.f,
osg::Vec3(0, 0, 1)) 

Re: [osg-users] osgAnimation issue on Android

2013-02-11 Thread Jan Ciger
On Sat, Feb 9, 2013 at 5:51 PM, Rafa Gaitan rafa.gai...@gmail.com wrote:

 Hello Jan,

 I didn't use any animated model in android but, Did you add the
 serializers or deprecated wrappers into your Android.mk file?


Do'h, the USE_OSGPLUGIN(osg2) was missing! I had the ive and osg plugins
but not osg2.

Thanks for the help!

Best regards,

Jan
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Re: [osg-users] osgAnimation issue on Android

2013-02-09 Thread Rafa Gaitan
Hello Jan,

I didn't use any animated model in android but, Did you add the serializers
or deprecated wrappers into your Android.mk file?

I recently added (pushed up just now) some missing libraries to the
Android.mk.

$(OSG_SDK)/obj/local/armeabi/libosgdb_serializers_osgvolume.a \
$(OSG_SDK)/obj/local/armeabi/libosgdb_serializers_osgtext.a \
$(OSG_SDK)/obj/local/armeabi/libosgdb_serializers_osgterrain.a \
$(OSG_SDK)/obj/local/armeabi/libosgdb_serializers_osgsim.a \
$(OSG_SDK)/obj/local/armeabi/libosgdb_serializers_osgshadow.a \
$(OSG_SDK)/obj/local/armeabi/libosgdb_serializers_osgparticle.a \
$(OSG_SDK)/obj/local/armeabi/libosgdb_serializers_osgmanipulator.a \
$(OSG_SDK)/obj/local/armeabi/libosgdb_serializers_osgfx.a \
$(OSG_SDK)/obj/local/armeabi/libosgdb_serializers_osganimation.a \
$(OSG_SDK)/obj/local/armeabi/libosgdb_serializers_osg.a \
$(OSG_SDK)/obj/local/armeabi/libosgdb_deprecated_osgwidget.a \
$(OSG_SDK)/obj/local/armeabi/libosgdb_deprecated_osgviewer.a \
$(OSG_SDK)/obj/local/armeabi/libosgdb_deprecated_osgvolume.a \
$(OSG_SDK)/obj/local/armeabi/libosgdb_deprecated_osgtext.a \
$(OSG_SDK)/obj/local/armeabi/libosgdb_deprecated_osgterrain.a \
$(OSG_SDK)/obj/local/armeabi/libosgdb_deprecated_osgsim.a \
$(OSG_SDK)/obj/local/armeabi/libosgdb_deprecated_osgshadow.a \
$(OSG_SDK)/obj/local/armeabi/libosgdb_deprecated_osgparticle.a \
$(OSG_SDK)/obj/local/armeabi/libosgdb_deprecated_osgfx.a \
$(OSG_SDK)/obj/local/armeabi/libosgdb_deprecated_osganimation.a \
$(OSG_SDK)/obj/local/armeabi/libosgdb_deprecated_osg.a \

And I also have this in my JNI code:

USE_OSGPLUGIN(ive)
USE_OSGPLUGIN(osg)
USE_OSGPLUGIN(osg2)
USE_OSGPLUGIN(rgb)
USE_OSGPLUGIN(OpenFlight)

USE_DOTOSGWRAPPER_LIBRARY(osg)
USE_DOTOSGWRAPPER_LIBRARY(osgFX)
USE_DOTOSGWRAPPER_LIBRARY(osgParticle)
USE_DOTOSGWRAPPER_LIBRARY(osgShadow)
USE_DOTOSGWRAPPER_LIBRARY(osgSim)
USE_DOTOSGWRAPPER_LIBRARY(osgTerrain)
USE_DOTOSGWRAPPER_LIBRARY(osgText)
USE_DOTOSGWRAPPER_LIBRARY(osgViewer)
USE_DOTOSGWRAPPER_LIBRARY(osgVolume)
USE_DOTOSGWRAPPER_LIBRARY(osgWidget)

USE_SERIALIZER_WRAPPER_LIBRARY(osg)
USE_SERIALIZER_WRAPPER_LIBRARY(osgAnimation)
USE_SERIALIZER_WRAPPER_LIBRARY(osgFX)
USE_SERIALIZER_WRAPPER_LIBRARY(osgManipulator)
USE_SERIALIZER_WRAPPER_LIBRARY(osgParticle)
USE_SERIALIZER_WRAPPER_LIBRARY(osgShadow)
USE_SERIALIZER_WRAPPER_LIBRARY(osgSim)
USE_SERIALIZER_WRAPPER_LIBRARY(osgTerrain)
USE_SERIALIZER_WRAPPER_LIBRARY(osgText)
USE_SERIALIZER_WRAPPER_LIBRARY(osgVolume)

Cheers,
Rafa.


2013/2/8 Jan Ciger jan.ci...@gmail.com

 Hello,

 I am trying to load a simple keyframe animated object (a spinning Blender
 monkey) on Android, however it fails every time. The model loads, but the
 osgAnimation nodes (BasicAnimationManager, Animation, etc.) are stripped
 out/not loaded. Thus no animation. I have tried .osg (loads, but no
 animation), .osgt (does not load at all, not recognized on Android for some
 reason), .osgb (doesn't work at all - error), .ive (loads, but no
 animation).  And yes, the .osg/.osgt file loads correctly on the desktop,
 including the osgAnimation callback and everything else, I am even able to
 play the animation from my code.

 I suspect that the osgAnimation serializers are not active, but I have
 USE_SERIALIZER_WRAPPER_LIBRARY(osgAnimation)
 in my code and the libraries are linked in.

 I guess I am missing something obvious, any tips?

 Thanks a lot,

 Jan

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Re: [osg-users] osgAnimation issue on Android

2013-02-09 Thread Jan Ciger
On Sat, Feb 9, 2013 at 5:51 PM, Rafa Gaitan rafa.gai...@gmail.com wrote:

 Hello Jan,

 I didn't use any animated model in android but, Did you add the
 serializers or deprecated wrappers into your Android.mk file?

 I recently added (pushed up just now) some missing libraries to the
 Android.mk.


Hmm, some of these I am certainly missing. I am in the process of
recompiling OSG for Android, will check on Monday. Thanks for the tip!

Jan
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[osg-users] osgAnimation issue on Android

2013-02-08 Thread Jan Ciger
Hello,

I am trying to load a simple keyframe animated object (a spinning Blender
monkey) on Android, however it fails every time. The model loads, but the
osgAnimation nodes (BasicAnimationManager, Animation, etc.) are stripped
out/not loaded. Thus no animation. I have tried .osg (loads, but no
animation), .osgt (does not load at all, not recognized on Android for some
reason), .osgb (doesn't work at all - error), .ive (loads, but no
animation).  And yes, the .osg/.osgt file loads correctly on the desktop,
including the osgAnimation callback and everything else, I am even able to
play the animation from my code.

I suspect that the osgAnimation serializers are not active, but I have
USE_SERIALIZER_WRAPPER_LIBRARY(osgAnimation)
in my code and the libraries are linked in.

I guess I am missing something obvious, any tips?

Thanks a lot,

Jan
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Re: [osg-users] osgAnimation

2012-12-28 Thread Sergey Polischuk
Hi

iirc osgAnimation animation is not get started by default when viewer starts, 
you should start it in code. You can use osganimationviewer binary from osg 
examples or write your own utility for your purpose. Also osg and ive file 
formats lacks some support of osgAnimation, try using osgb or osgt file formats 
instead.

Cheers.

26.12.2012, 21:48, Bhaskar Bhattacharya bhask...@iastate.edu:
 Hi all,

 I'm having a tough time trying to use osgAnimation. Essentially I have an 
 animation however the primitives in every frame keep changing. I have no 
 issues showing it on the fly frame by frame i.e. just showing it via 
 osgViewer::Viewer however I want to save the animation in a .ive/.osg file 
 and view it using osgviewer. I hope I'm making it clear. Thing is the 
 documentation of osg is pretty bad and I can't find any examples to 
 understanding how to use osgAnimation for my purpose. Can anyone help me or 
 point me in the right direction? If someone could help me understand the 
 concept of channels and how to use them that also would suffice.
 ...

 Thank you!

 Cheers,
 Bhaskar

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[osg-users] osgAnimation

2012-12-26 Thread Bhaskar Bhattacharya
Hi all,


I'm having a tough time trying to use osgAnimation. Essentially I have an 
animation however the primitives in every frame keep changing. I have no issues 
showing it on the fly frame by frame i.e. just showing it via osgViewer::Viewer 
however I want to save the animation in a .ive/.osg file and view it using 
osgviewer. I hope I'm making it clear. Thing is the documentation of osg is 
pretty bad and I can't find any examples to understanding how to use 
osgAnimation for my purpose. Can anyone help me or point me in the right 
direction? If someone could help me understand the concept of channels and how 
to use them that also would suffice.
... 

Thank you!

Cheers,
Bhaskar

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[osg-users] osgAnimation::Animation read and write

2012-12-26 Thread Floof Le Bo
Hi,

I'm currently writing a writer plugin to ouptut osg scenes in a custom file 
type.

The custom target file type i'm using can manage keyframe animations. So, I 
need to read this info from the osg::Animation class but I get lost somewhere 
around the Channel and TemplateChannel classes.

The input data comes from an FBX file.

What I need to read is a set of keyframes, containing the target values for 
each animated channel of each node.

How can  I achieve that ?

Thank you!

Cheers,
Floof

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[osg-users] osgAnimation::UpdateBone, forcing to calculate bones matrixs

2012-06-12 Thread Aitor Ardanza
Hi,

I want to update bones matrix and instantly calculate new bones skeleton 
matrix, this is...

Code:

void OSGAnimationManager::manualBonesRotate(std::string boneName, osg::Matrix 
mat)
{
for(int i = 0; i_bones.size();i++)
{   
if(!_bones.at(i)-getName().compare(boneName))
{

_pBoneUpdate.at(i)-getStackedTransforms().push_back(new 
osgAnimation::StackedQuaternionElement(
ManualUpdates,mat.getRotate()));
}
}
}




With this funcion I add new rotation to stacked transforms, but after do it, in 
the same frame, I need to know the new bones skeleton matrix. How could I force 
it to calculate it?

Thank you!

Cheers,
Aitor

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[osg-users] osgAnimation iTaSC (IK) integration

2012-04-01 Thread Felix Nawothnig
Hey.

We are planning to add inverse kinematics support to osgAnimation
utilizing iTaSC, Blender's new IK solver (including a Blender export
path for the IK Constraints) and to avoid duplicated work - is someone
else already working in that area? (Either specifically iTaSC or any
IK integration in osgAnimation in general)

Cheers,

Felix
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[osg-users] osgAnimation: Jump to animation

2012-03-06 Thread Martin Haffner
Hi,

I have a little question about osgAnimation. When I want to start an animation 
from the beginning I make this call:

Code:
 animationManager-playAnimation( myAnimation );



Lets say I want to play animation myAnimation, but this time starting at second 
N (for example 3) and NOT from the start (second 0). In other words: I want to 
jump in the middle of an animation.
Is there a way to do this with osgAnimation?

Thank you!

Cheers,
Martin

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Re: [osg-users] osgAnimation: Jump to animation

2012-03-06 Thread Magnus Kessler
On Tuesday 06 Mar 2012 12:21:39 Martin Haffner wrote:
 Hi,
 
 I have a little question about osgAnimation. When I want to start an
 animation from the beginning I make this call:
 
 Code:
  animationManager-playAnimation( myAnimation );
 
 
 
 Lets say I want to play animation myAnimation, but this time starting at
 second N (for example 3) and NOT from the start (second 0). In other words:
 I want to jump in the middle of an animation. Is there a way to do this
 with osgAnimation?
 
 Thank you!
 
 Cheers,
 Martin
 
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Hi Martin,

AFAIK, the osgAnimation subsystem picks up the simulation time of your viewer. 
You can set that through osg::FrameStamp::setSimulationTime(), or by setting 
it explicitly on a call to osgViewer::Viewer::frame().

Hope this helps,

Magnus
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Re: [osg-users] osgAnimation: Jump to animation

2012-03-06 Thread Laurens Voerman

Hi Martin,
It's not very pritty, but from reading the code I think this will work:

animationManager-playAnimation( myAnimation );
myAnimation-setStartTime(myAnimation-getStartTime() -3.0);

Regards, Laurens.

On 3/6/2012 12:21 PM, Martin Haffner wrote:

Hi,

I have a little question about osgAnimation. When I want to start an animation 
from the beginning I make this call:

Code:
  animationManager-playAnimation( myAnimation );



Lets say I want to play animation myAnimation, but this time starting at second 
N (for example 3) and NOT from the start (second 0). In other words: I want to 
jump in the middle of an animation.
Is there a way to do this with osgAnimation?

Thank you!

Cheers,
Martin

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Re: [osg-users] osgAnimation: Jump to animation

2012-03-06 Thread Martin Haffner

Laurens Voerman wrote:
 Hi Martin,
 It's not very pritty, but from reading the code I think this will work:
 
 animationManager-playAnimation( myAnimation );
 myAnimation-setStartTime(myAnimation-getStartTime() -3.0);
 
 Regards, Laurens.
 
 
 
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hehe, thats funny. I came up with exactly the same solution. I also do not 
think it is very pretty, but it seems to work! Thanks for your help!:)

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Re: [osg-users] osgAnimation : correct approach to detect when a skeletal animation has completed ?

2012-02-16 Thread Helen Diez
Hi,

I'm new using osgAnimation. I would like to control the state of the animation, 
I mean, I would like to know which frame or time of the animation is happening 
in order to stop it whenever I want.

I've tried setting the duration in half the time, and setting a callback as 
follows:

anim-setDuration(anim-getDuration()*0.5);
osg::ref_ptr osgAnimation::ActionStripAnimation  newAnimAction = new 
osgAnimation::ActionStripAnimation(anim,blendInDuration,blendOutDuration);
newAnimAction-setCallback(newAnimAction-getNumFrames()*0.5, new 
ActionEnd(this));

But I don't think it's working... I think it only speeds up the animation but 
doesn't really stop it half way.

Does anyone know how to achieve this? 

Thanks a lot!

Cheers,

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[osg-users] osgAnimation hardware mode clone weird meshes

2011-10-17 Thread Martin Scheffler
Hi all,

this is not really a bug I guess but I want to spare other people from having 
to find this:

I tried creating loads of animation instances of the same type. This worked OK 
as long as I created all instances at once, but when I created additional 
instances during the simulation then their skeletons were totally warped, 
making my guys look like something from The Thing. 

I found out that I could not clone a running animation. Instead I have to keep 
the original animation around and clone all visible instances from that.

Cheers,
Martin

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Re: [osg-users] osgAnimation and official Kinect SDK

2011-07-08 Thread Aitor Ardanza
I have a question about the matrix...

Code:

osg::Matrix 
KinectOSGMainLogic::getBoneMatrixFromKinectNuiControl(NUI_CONTROL_SKELETON_POSITION_INDEX
 id)
{
   float rotArray[3] = 
{nuiControl-skeletonOrientations[nuiControl-activeSkeletonIDs[0]][id]-_array[0],
   
nuiControl-skeletonOrientations[nuiControl-activeSkeletonIDs[0]][id]-_array[1],
   
nuiControl-skeletonOrientations[nuiControl-activeSkeletonIDs[0]][id]-_array[2]};
 //rotArray is the rest of Shoulder-Elbow position
   osg::Vec3 orientVec(rotArray[1],-rotArray[0],rotArray[2]);

   float dp = 0.0;
   osg::Vec3 vecRight(osg::Vec3(1.0,0.0,0.0));
   for (int i=0;i3;i++)
dp += orientVec[i] * vecRight[i];
   float angle = acos(dp);
   orientVec.operator ^(vecRight);
   orientVec.normalize();
   osg::Matrix mat(osg::Matrix::rotate(osg::Quat(angle,orientVec)));

   return mat;
} 




The matrix I take out of here, would be local or global? if it is global, what 
I would have to do to pass to local?

Thank you!

Cheers,
Aitor

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Re: [osg-users] osgAnimation and official Kinect SDK

2011-07-07 Thread Sebastian Messerschmidt

Hi Aitor,

Usually when I encounter something like this, the best way to analyze is 
to use the axes model delivered with the openscenegraph data.

This way you can find out which axis is pointing which way.

Usually you then come up with something like:

x_org = -y
y_org = x
z_org = -z

Mathematically speaking this represents a matrix which transforms one 
coordinate system into another like this:


Mat_trans =
0-1   0
100
00   -1

Given such a matrix you will have to apply it to the accumulated 
transform you get out of the library.
I had these problems with various libraries, as most seem to use DIrectX 
coordinates or something totally different.



Hope that helps
Sebastian





Hi,

I am testing the Microsoft SDK for kinect. But this does not give us the 
orientation of the bones directly and I am testing to get it out.
On this site, posted an example in xna and I'm looking at the code.
http://social.msdn.microsoft.com/Forums/en-US/kinectsdknuiapi/thread/9afb0fcf-40bd-405c-b423-a0d1eab9bd85
I attached the  more relevant code file and model...

In my case I try to do the same...

Code:

osg::Matrix 
KinectOSGMainLogic::getBoneMatrixFromKinectNuiControl(NUI_CONTROL_SKELETON_POSITION_INDEX
 id)
{
float rotArray[3] = 
{nuiControl-skeletonOrientations[nuiControl-activeSkeletonIDs[0]][id]-_array[0],

nuiControl-skeletonOrientations[nuiControl-activeSkeletonIDs[0]][id]-_array[1],

nuiControl-skeletonOrientations[nuiControl-activeSkeletonIDs[0]][id]-_array[2]};
 //rotArray is the rest of Shoulder Elbow
osg::Vec3 orientVec(rotArray[1],-rotArray[0],rotArray[2]);

float dp = 0.0;
osg::Vec3 vecRight(osg::Vec3(1.0,0.0,0.0));
for (int i=0;i3;i++)
 dp += orientVec[i] * vecRight[i];
float angle = acos(dp);
orientVec.operator ^(vecRight);
orientVec.normalize();
osg::Matrix mat(osg::Matrix::rotate(osg::Quat(angle,orientVec)));

//printf(getBoneMatrixFromKinectNuiControl = 
%f,%f,%f\n,rotArray[0],rotArray[1],rotArray[2]);
return mat;
}

...
if(!sceneM-getAnimatedModel()[0]-boneMatrices[j]-getName().compare(shoulderRight)){
sceneM-getAnimatedModel()[0]-boneMatrices[j]-setMatrix(  
   
getBoneMatrixFromKinectNuiControl(NUI_CONTROL_SKELETON_POSITION_SHOULDER_RIGHT));
}
...
void AnimatedModel::update()
{
for(int i = 0; im_bones.size();i++)
{   
while(pBoneUpdate.at(i)-getStackedTransforms().size()6){
pBoneUpdate.at(i)-getStackedTransforms().pop_back();
}

if(!m_bones.at(i)-getName().compare(Waist)){
pBoneUpdate.at(i)-getStackedTransforms().push_back(new 
osgAnimation::StackedTranslateElement(
trans,modelTranslate));
}

pBoneUpdate.at(i)-getStackedTransforms().push_back(new 
osgAnimation::StackedQuaternionElement(
rotate,boneMatrices[i]-getMatrix().getRotate()));


debugAxesMatrices.at(i)-setMatrix(m_bones.at(i)-getMatrixInSkeletonSpace());
}
}







I'm confused ... not sure if xna and osg use the same axes (xyz or xzy​​). 
getBoneMatrixFromKinectNuiControl give me a local rotation matrix, but do I 
need to change these to global?
I know that in pBoneUpdate.at (i) -  getStackedTransforms (). Push_back (new 
osgAnimation: StackedQuaternionElement (
rotate boneMatrices [i] -  getMatrix (). getRotate ())); I have to apply a 
local array... but I guess I missed something, because the rotations are no goods in the model.


Thank you!

Cheers,
Aitor

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Re: [osg-users] osgAnimation and official Kinect SDK

2011-07-07 Thread Aitor Ardanza
Thanks for the replies!

I found a bug in my code ...

Code:

void AnimatedModel::update()
{
for(int i = 0; im_bones.size();i++)
{   
if(!_firstUpdate){
pBoneUpdate.at(i)-getStackedTransforms().pop_back();
}

if(!m_bones.at(i)-getName().compare(Waist)){
pBoneUpdate.at(i)-getStackedTransforms().push_back(new 
osgAnimation::StackedTranslateElement(
trans,modelTranslate));
}
pBoneUpdate.at(i)-getStackedTransforms().push_back(new 
osgAnimation::StackedQuaternionElement(
rotate,boneMatrices[i]-getMatrix().getRotate()));
debugAxesMatrices.at(i)-setMatrix(m_bones.at(i)-getMatrixInSkeletonSpace());
}
_firstUpdate = false;
}



Not all pBoneUpdate.at (i) - getStackedTransforms have the same size ... must 
delete the former because otherwise the transformations add up.

On the other hand I still missing something, movements of both arms are 
reversed each other... What about this part of the code?

Code:

//c# code
Vector3 s;
Quaternion r;
Vector3 t;
if (!worldTransform.Decompose(out s, out r, out t))
return;

var currentPos = positionResolver(currentJointID);
var nextPos = positionResolver(nextJointID);

var shoulderToElbowDir = Vector3.Normalize(nextPos - currentPos);
var angle = (float)Math.Acos(Vector3.Dot(Vector3.Right, shoulderToElbowDir));
var axis = Vector3.Normalize(Vector3.Cross(Vector3.Right, shoulderToElbowDir));

worldTransform = Matrix.CreateScale(s) * Matrix.CreateFromAxisAngle(axis, 
angle) * Matrix.CreateTranslation(t);

worldBindPoseCopy[bone] = worldTransform;
outputSkin[bone] = inverseBindPose[bone] * worldBindPoseCopy[bone];



I tried to multiply inverseBindPose by my matrix, but I deform the whole model.

I have another question ... if I have a model with bones Orieta differently, 
this does not serve me, right? (the same code for diferent oriented bones 
models).

Thank you!

Cheers,
Aitor

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Re: [osg-users] osgAnimation and official Kinect SDK

2011-07-06 Thread Jason Daly

On 07/06/2011 08:38 AM, Aitor Ardanza wrote:

I'm confused ... not sure if xna and osg use the same axes (xyz or xzy​​). 
getBoneMatrixFromKinectNuiControl give me a local rotation matrix, but do I 
need to change these to global?
I know that in pBoneUpdate.at (i) -  getStackedTransforms (). Push_back (new 
osgAnimation: StackedQuaternionElement (
rotate boneMatrices [i] -  getMatrix (). getRotate ())); I have to apply a 
local array... but I guess I missed something, because the rotations are no goods in the model.


I haven't touched the Kinect SDK, so I don't know for sure, but I have 
worked with DirectX in the past, and the coordinate systems between DX 
and OpenGL are quite different.


Microsoft historically has used a left-handed coordinate system for all 
of its coordinate frames, while OpenGL, and hence OSG, is right-handed.  
Beyond this, there's also a good chance that the base coordinate systems 
at each joint aren't what you're expecting.  The best approach would 
probably be to start with a simple one-joint model (if possible), and 
get that working properly first.  Then, you can generalize that to the 
whole body.


Sorry I can't give you any specifics, but I thought I'd say something 
since there hadn't been any replies yet.


--J

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[osg-users] osgAnimation::MorphGeometry problem

2011-07-04 Thread Aitor Ardanza
Hi,

I have a problem with the geometry to make morphing with osgAnimation: 
MorphGeometry. I have a head with different facial expressions and I want to 
apply the method of morphing.
The original geometry is as follows:
[Image: http://img35.imageshack.us/img35/8458/origha.jpg ]

And this one as is applying the morphing:
[Image: http://img189.imageshack.us/img189/3159/morphg.jpg ]

The teeth or tongue are not visible... for the morphing consider these two 
parts would have to be attached to the geometry of the head?
The head, teeth and tongue are in the same geometry object...

Thank you!

Cheers,
Aitor

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Re: [osg-users] osgAnimation::RigGeometry update once render multiple ( instanced )

2011-06-13 Thread Peter Wrobel
Hi,

answering my own question as I figured it out, but not sure if there's a better 
sollution.
I created an UpdateCallback without calling traverse( node , nodeVisitor ) in 
the operator() method.
I attached this callback to all but one Group, in the example of the original 
post to group2.
Skining Transformation is updated only once, still all shapes do render updated.


Cheers, searching for the Pivot of my Soul, ParticlePeter !!!

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[osg-users] osgAnimation::RigGeometry update once render multiple ( instanced )

2011-06-12 Thread Peter Wrobel
Hi,

I want to render an animated Character multiple times with different StateSets:

osg::Group group1 - addChild( Geode_With_RigGeometry ) ;
osg::StateSet ss1 - group - getOrCreateStateSet() ;

osg::Group group2 - addChild( Geode_With_RigGeometry ) ;
osg::StateSet ss2 - group - getOrCreateStateSet() ;

Unfortunately, with this setup, the Update Time ( from StatsHandler ) nearly 
doubles compared to using Geode_With_RigGeometry only once. I am using CPU 
skinning, so I guess the UpdateVisitor updates the RigGeometry with all the 
bones twice. How can I prevent this, and update the RigGeometry only once ?

I attached the AnimationManager to the root group, so this one is not updated 
multiple times times, and also not the source of trouble.

Thank you!

Cheers, sarching for the Pivot of my Soul, ParticlePeter !!!

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Re: [osg-users] osgAnimation::MorphGeometry and diferents morphs in the same geometry

2011-05-18 Thread Aitor Ardanza
Hi,

Nobody can help me? I need ideas to associate different morphs in the same 
MorphGeometry and can call them separately, if possible ...
I started to look into MorphGeometry, and from what I see, I'm not able to do 
it without modifying the class.

If anyone comes up with another simpler method would be appreciated!

Thank you!

Cheers,
Aitor

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Re: [osg-users] osgAnimation::MorphGeometry and diferents morphs in the same geometry

2011-05-18 Thread Aitor Ardanza
Hi,

Well, I found a solution, a little sloppy but it works!
The idea is to create a MorphGeometry for each morph, and link these to an 
animation with a single channel. Then we will create a main MorphGeometry, 
adding each previous MorphGeometrys. This we will associate to an animation 
with an equal number of channels than MorphGeometrys.
Do not know why but I had to add one more channel to main MorphGeometry 
animation.

Code:

bam = new osgAnimation::BasicAnimationManager;
osg::Group* grp = new osg::Group();
std::string morpths[3] = {morph0,morph1,morph2};
for(int i=0;i3;i++){
osgAnimation::Animation* animation = new 
osgAnimation::Animation;
osgAnimation::FloatLinearChannel* channel0 = new 
osgAnimation::FloatLinearChannel;

channel0-getOrCreateSampler()-getOrCreateKeyframeContainer()-push_back(osgAnimation::FloatKeyframe(0,0.0));

channel0-getOrCreateSampler()-getOrCreateKeyframeContainer()-push_back(osgAnimation::FloatKeyframe(0.5,1.0));

channel0-getOrCreateSampler()-getOrCreateKeyframeContainer()-push_back(osgAnimation::FloatKeyframe(1.0,0.0));
channel0-setTargetName(morpths[i]);
channel0-setName(0);

animation-addChannel(channel0);
animation-setName(morpths[i]);
animation-computeDuration();
animation-setPlayMode(osgAnimation::Animation::ONCE);
bam-registerAnimation(animation);

// initialize with the first shape
morphGeometrys.push_back(new 
osgAnimation::MorphGeometry(*geometryBase));
morphGeometrys[i]-addMorphTarget(geoms[i].get());

osg::Geode* geodeMorph = new osg::Geode ;
geodeMorph-addDrawable( morphGeometrys[i]) ;
geodeMorph-addUpdateCallback( new 
osgAnimation::UpdateMorph(morpths[i]) ) ;
grp-addChild(geodeMorph);
}
grp-setCullCallback(new FilterCullCallback());

osgAnimation::Animation* animation = new osgAnimation::Animation;
osgAnimation::MorphGeometry* morphGeometry = new 
osgAnimation::MorphGeometry(*geometryBase);
morphGeometry-addMorphTarget(morphGeometrys[0]);
osgAnimation::FloatLinearChannel* channel0 = new 
osgAnimation::FloatLinearChannel;

channel0-getOrCreateSampler()-getOrCreateKeyframeContainer()-push_back(osgAnimation::FloatKeyframe(0,0.0));

channel0-getOrCreateSampler()-getOrCreateKeyframeContainer()-push_back(osgAnimation::FloatKeyframe(0.5,1.0));

channel0-getOrCreateSampler()-getOrCreateKeyframeContainer()-push_back(osgAnimation::FloatKeyframe(1.0,0.0));
channel0-setTargetName(playMorphs);
channel0-setName(0);
animation-addChannel(channel0);
for(int i=0;imorphGeometrys.size();i++){
morphGeometry-addMorphTarget(morphGeometrys[i]);
osgAnimation::FloatLinearChannel* channel0 = new 
osgAnimation::FloatLinearChannel;

channel0-getOrCreateSampler()-getOrCreateKeyframeContainer()-push_back(osgAnimation::FloatKeyframe(0,0.0));

channel0-getOrCreateSampler()-getOrCreateKeyframeContainer()-push_back(osgAnimation::FloatKeyframe(0.5,1.0));

channel0-getOrCreateSampler()-getOrCreateKeyframeContainer()-push_back(osgAnimation::FloatKeyframe(1.0,0.0));
channel0-setTargetName(playMorphs);
channel0-setName(0);
animation-addChannel(channel0);
}

animation-setName(playMorphs);
animation-computeDuration();
animation-setPlayMode(osgAnimation::Animation::LOOP);
osg::Geode* geodeMorph = new osg::Geode ;
geodeMorph-addDrawable( morphGeometry) ;
geodeMorph-addUpdateCallback( new 
osgAnimation::UpdateMorph(playMorphs) ) ;
grp-addChild(geodeMorph);
bam-registerAnimation(animation);

geom0-setSourceGeometry( morphGeometry);

osg::Group* scene = new osg::Group;
scene-addUpdateCallback(bam);

shape0-addChild( grp ) ;
scene-addChild(shape0);




Thank you!

Cheers,
Aitor

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Re: [osg-users] osgAnimation : correct approach to detect when a skeletal animation has completed ?

2011-03-08 Thread Adrien David
Hi,

Thank you very much for your replies !

Following your suggestion Cedric, I am now using a TimelineAnimationManager 
instance instead of the BasicAnimationManager as the update callback.
I also took a close look to osganimationtimeline example (thank you for the 
pointer).

Animation stopping in the middle of an iteration.
Following the example, I am using ActionStripAnimation instances to hold my 
animations.
Then I am trying to trigger a callback when an ActionStripAnimation with a 
limited number of iterations x (setLoop(x)) is completed. I got the feeling 
that a way to achieve it could be similar to the one presented in the example : 
Timeline.setCallback(ActionStripAnimation.getNumFrames()-1, new Callback);
My first problem here is that, when using a realistic number of iterations 
(like 10), the animation is stopping in the middle (I mean, the last iteration 
of the animation does not return to the initial state). With the debugger I 
figured out that the number of frames calculated when calling setLoop(int) was 
inaccurate of a few units. But even setting it to a closer value does not solve 
this problem.

How to detect the completion of the current animation iteration ?
I did not evoke in my first post another requirement of our automaton I am 
trying to fulfill (my bad :) ). In some cases, the animated object will be 
looping infinitely on an animation, to be interrupted only when a given 
trigger is activated. In this case, the application would need to be able to 
detect when an animation iteration is completed on an infinitely looping 
ActionStripAnimation (ActionStripAnimation.setLoop(0)).
Here the getNumFrames() approach does not seem to be applicable anyway, and the 
only directions that came to my mind would be :

*Adding a nested NodeCallback to the AnimationManager, that would be called at 
each update traversal and -when the application wants to stop the current 
looping animation- it would compute the current iteration number of the 
animation I, and deduce the time by which this iteration will complete (I mean, 
stopping as soon as ReferenceTime = AnimationStartTime + I*AnimationDuration). 
That does not sound really elegant to me, but I was able to obtain a working 
prototype...

*Implementing a derived AnimationManager to override the update() method, and 
make possible to register a callback that will be triggered as soon as the 
current animation iteration is completed. Sounds better to me, but it is a bit 
of overkill if I am just missing an simplest way to achieve that.


Thank you for reading !

Cheers,
Adrien

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Re: [osg-users] osgAnimation : correct approach to detect when a skeletal animation has completed ?

2011-03-03 Thread Cedric Pinson
Hi,
Look to the TimelineAnimationManager, and the examples about
osgAnimation.

Cedric

On Thu, 2011-03-03 at 08:46 +0100, Mr Alji wrote:
 Hello,
 
 
 What about using isPlaying() method of your current animation ? does
 it fulfill your needs ?
 
 
 cheers 
 --
 Mohamed ALJI
 Élève ingénieur en Informatique troisième année à l'ENSEIRB-MATMECA
 (Institut Polytechnique de Bordeaux - IPB)
 Webmaster bénévole de l'association L'eau du désert:
 www.l-eau-du-desert.com
 
 
 
 2011/3/3 Thomas Hogarth thomas.hoga...@gmail.com
 Hi Adrien
 
 I've never actually done this but I have thought about it as
 I'll need it eventually.
 
 I think your best bet is to look at void
 BasicAnimationManager::update (double time), that is where an
 animation is played through and were you can detect that an
 animation is finished. Perhaps you could attach your own
 simple callback object as the user data for your animations.
 Then inplement your own Animation manager and call the
 callback object when an animation with one as it's user data
 finishes.
 
 Let me know how you get on as this would be a useful feature.
 
 Cheers
 Tom
 
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Re: [osg-users] osgAnimation : correct approach to detect when a skeletal animation has completed ?

2011-03-02 Thread Thomas Hogarth
Hi Adrien

I've never actually done this but I have thought about it as I'll need it 
eventually.

I think your best bet is to look at void BasicAnimationManager::update (double 
time), that is where an animation is played through and were you can detect 
that an animation is finished. Perhaps you could attach your own simple 
callback object as the user data for your animations. Then inplement your own 
Animation manager and call the callback object when an animation with one as 
it's user data finishes.

Let me know how you get on as this would be a useful feature.

Cheers 
Tom

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Re: [osg-users] osgAnimation : correct approach to detect when a skeletal animation has completed ?

2011-03-02 Thread Mr Alji
Hello,

What about using *isPlaying() *method of your current animation ? does it
fulfill your needs ?

cheers
*--*
*Mohamed ALJI*
Élève ingénieur en Informatique troisième année à l'ENSEIRB-MATMECA
(Institut Polytechnique de Bordeaux - IPB)
Webmaster bénévole de l'association L'eau du désert: www.l-eau-du-desert.com



2011/3/3 Thomas Hogarth thomas.hoga...@gmail.com

 Hi Adrien

 I've never actually done this but I have thought about it as I'll need it
 eventually.

 I think your best bet is to look at void BasicAnimationManager::update
 (double time), that is where an animation is played through and were you can
 detect that an animation is finished. Perhaps you could attach your own
 simple callback object as the user data for your animations. Then inplement
 your own Animation manager and call the callback object when an animation
 with one as it's user data finishes.

 Let me know how you get on as this would be a useful feature.

 Cheers
 Tom

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[osg-users] osgAnimation : correct approach to detect when a skeletal animation has completed ?

2011-02-28 Thread Adrien David
Hi,

Since it's my first post here, I will briefly introduce myself / the project :
 I am a young engineer working in a french research center. We are currently 
implementing a library intended to be a general purpose  Virtual Reality 
framework for rendering realistic environments on multiple systems (desktop, 
'Cave', image wall etc.). We chose OpenSceneGraph to be our reference scene 
graph.

We are currently implementing some animation automaton to ensure consistent and 
automatic translation between different animation states. My question would be 
: How could the application be informed that the current animation (playmode : 
osgAnimation::Animation::ONCE) is finished ?
I am not able to find a ready to use callback or a simple method call that 
could give me this information. Can you point me to any if I missed it ?
If nothing is available to fulfill this task, do you have any advice regarding 
how to achieve an elegant implementation of animation completion detection ?

Thank you very much for reading !

Cheers,
Adrien

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Re: [osg-users] osgAnimation::Action.cpp - Bug?

2011-02-23 Thread Cedric Pinson
I have commited a fix, could you have a try ?
And if you can could you provide a sample data that generated this
error ? because it does not makes sense to have an Action that has 0
frames, so I would like to check the input data.

Cedric

On Tue, 2011-02-15 at 06:31 -0200, Renato Silveira wrote:
 I compile the osg library with the svn last version and I got a
 dynamic error after load my FBX file. Integer division by zero.
 I debugged and found that the error was in the first line of the
 function:
 
 bool osgAnimation::Action::evaluateFrame(unsigned int frame, unsigned
 int resultframe, unsigned int nbloop )
 {
 nbloop = frame / getNumFrames();
 resultframe = frame;
 
 Perhaps my FBX model lacks some information. Just to test, I write the
 following condition after that line:
 
 _numberFrame = (getNumFrames() == 0)? 25 : getNumFrames();
 nbloop = frame / getNumFrames();
 
 and everything works. I don't know if it is a bug or a problem with my
 model, but it fixed the problem. 
 
 Any suggestions for a more appropriate fix?
 
 Renato
 
 
 
 -- 
 Renato Silveira (Ph. D. Student)
 
 Informatics Institute - UFRGS
 Porto Alegre - RS - Brazil
 http://www.inf.ufrgs.br/~rsilveira
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Re: [osg-users] osgAnimation::Action.cpp - Bug?

2011-02-23 Thread Cedric Pinson
Hi,
Can you convert your sample to osg format, I dont have fbx plugin. Yeah
I know you will have a message every frame, but good motivation to clean
input data :)

Cedric

On Wed, 2011-02-23 at 21:39 -0300, Renato Silveira wrote:
 This fix solved the problem. 
 I'm sending the model I used to test. I'll have to edit this model and
 eliminate this actions with 0 frames because I got the new warning
 message every frame =)
 
 Renato
 
 
 On Wed, Feb 23, 2011 at 7:53 PM, Cedric Pinson
 cedric.pin...@plopbyte.net wrote:
 I have commited a fix, could you have a try ?
 And if you can could you provide a sample data that generated
 this
 error ? because it does not makes sense to have an Action that
 has 0
 frames, so I would like to check the input data.
 
 Cedric
 
 
 On Tue, 2011-02-15 at 06:31 -0200, Renato Silveira wrote:
  I compile the osg library with the svn last version and I
 got a
  dynamic error after load my FBX file. Integer division by
 zero.
  I debugged and found that the error was in the first line of
 the
  function:
 
  bool osgAnimation::Action::evaluateFrame(unsigned int frame,
 unsigned
  int resultframe, unsigned int nbloop )
  {
  nbloop = frame / getNumFrames();
  resultframe = frame;
 
  Perhaps my FBX model lacks some information. Just to test, I
 write the
  following condition after that line:
 
  _numberFrame = (getNumFrames() == 0)? 25 : getNumFrames();
  nbloop = frame / getNumFrames();
 
  and everything works. I don't know if it is a bug or a
 problem with my
  model, but it fixed the problem.
 
  Any suggestions for a more appropriate fix?
 
  Renato
 
 
 
  --
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  Informatics Institute - UFRGS
  Porto Alegre - RS - Brazil
  http://www.inf.ufrgs.br/~rsilveira
 
 
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 http://www.plopbyte.net
 
 
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 -- 
 Renato Silveira (Ph. D. Student)
 
 Informatics Institute - UFRGS
 Porto Alegre - RS - Brazil
 http://www.inf.ufrgs.br/~rsilveira

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[osg-users] osgAnimation::Action.cpp - Bug?

2011-02-15 Thread Renato Silveira
I compile the osg library with the svn last version and I got a dynamic
error after load my FBX file. Integer division by zero.
I debugged and found that the error was in the first line of the function:

bool osgAnimation::Action::evaluateFrame(unsigned int frame, unsigned int
resultframe, unsigned int nbloop )
{
*nbloop = frame / getNumFrames();*
resultframe = frame;

Perhaps my FBX model lacks some information. Just to test, I write the
following condition after that line:

_numberFrame = (getNumFrames() == 0)? 25 : getNumFrames();
nbloop = frame / getNumFrames();

and everything works. I don't know if it is a bug or a problem with my
model, but it fixed the problem.

Any suggestions for a more appropriate fix?

Renato



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Informatics Institute - UFRGS
Porto Alegre - RS - Brazil
http://www.inf.ufrgs.br/~rsilveira
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Re: [osg-users] OsgAnimation questions, strange fps and splitting animations

2011-02-07 Thread Thomas Hogarth
Hi Cedric

Thanks for checking out my model, sounds like good news to me. I was worried
there was something inherently wrong with the model (like too many bones
etc). I plan to split the animation into individual animations to make
them easier to play and perhaps do some work on blending etc. So by the
sounds of it that should help as each animation will be shorter.

Been loving osgAnimation now I've finally started using it properly, nice
work. Think decent support for skinning and more importantly hardware
skinning is the final piece in the osg puzzle for me.

I'll keep you up to date on my results and let you know once I have it
running on IPhone, should look good I reckon. If I get properly stuck I'll
be sure to head to your site.

Thanks again
Tom
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Re: [osg-users] OsgAnimation questions, strange fps and splitting animations

2011-02-06 Thread Cedric Pinson
Hi Thomas,

I have been able to check a bit your models, I am able to reproduce the
slow down. I am not sure at 100% but I am confident it comes from the
sampler. Why ? because there is not yet a cache enabled inside, there is
some intial code to do it, but not yet finish. So when you have a long
animation it will be slower and slower to evaluate the key. And when the
animation loop to the frame 0 it's fast as before. It explains
completely why it slowdowns during time. To fix this, we need to fix
getKeyIndexFromTime and use the _lastKeyAccess as cache. For nathan the
animation is small so it makes sense that you dont notice it.

Hopes it will help, I would like to do more but I am a bit busy right
now.

I will try to check culling time ...

Cheers,
Cedric

On Wed, 2011-02-02 at 21:53 +, Thomas Hogarth wrote:
 Hi Cedric
 
 Can you send the me files in osg, osgt, osgb. Then I will check
 those
 format before trying the fbx plugin (I dont have it installed yet)
 
 
 The link I sent you was to a rar archive containing all the formats
 you requested, I'll resend the link in a mo. Also what platform are
 you on. I can get you an FBX plugin for Windows VS 2008 or OSX XCode
 3.x if you like. I don't currently have a linux box setup but can look
 into it if you want?
 
 
 Thanks again
 Tom

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Re: [osg-users] OsgAnimation questions, strange fps and splitting animations

2011-02-02 Thread Cedric Pinson
Hi Thomas,
Can you send the me files in osg, osgt, osgb. Then I will check those
format before trying the fbx plugin (I dont have it installed yet)

Regards,
Cedric

On Tue, 2011-02-01 at 18:37 +, Thomas Hogarth wrote:
 Hi Cedric
 
 
 Thanks for the feedback, 
 
 
 If you experience something weird, I would need test cases to
 reproduce
 and have a look to what's is wrong. So provide an osg file then I
 will
 be able to look at it.
 
 
 Just converted the the fbx to a few native formats here are my running
 results
 
 
 .osg = loads but doesn't play the animation any more. No warnings seem
 to be generated, however the character is not in the default pose
 
 
 .osgt = Does not load and produces the following
 error.' AsciiInputIterator::readProperty(): Unmatched property Head,
 expecting KeyFrameContainer'
 
 
 .osgb = Loads and plays the animation but does produce the following
 warnings. 'InputStream::readObject(): Unsupported wrapper class
 osg::ComputeBoundingBoxCalback', 'InputStream::readObject():
 Unsupported wrapper class osg::UpdateCallback'. It also produces the
 same gradual decrease in fps
 
 
 .osgx = Does not load and produces the following error.
 'XmlInputIterator::readProperty(): Unmatched property Head, expecting
 KeyFrameContainer.
 
 
 I'll provide you with a private link to the actual files as I
 purchased the model from turbosquid and don't think i should leave a
 public link, but guess I can trust you :).
 
 
 I also noticed the more I watch that the decrease does actually sync
 with the animation. As he starts to play the death animations things
 get slower. Could it just be more of the bones are actually animated
 in these later animations?
 
 
 Cheers
 Tom
 
 

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Re: [osg-users] OsgAnimation questions, strange fps and splitting animations

2011-02-02 Thread Thomas Hogarth
Hi Cedric

Can you send the me files in osg, osgt, osgb. Then I will check those
format before trying the fbx plugin (I dont have it installed yet)

The link I sent you was to a rar archive containing all the formats you
requested, I'll resend the link in a mo. Also what platform are you on. I
can get you an FBX plugin for Windows VS 2008 or OSX XCode 3.x if you like.
I don't currently have a linux box setup but can look into it if you want?

Thanks again
Tom
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[osg-users] OsgAnimation questions, strange fps and splitting animations

2011-02-01 Thread Thomas Hogarth
Hi All / Cedric :)

I'm finally playing with the hardware skinning example, works great have 60
textured characters on screen at good fps. I do have a strange effect where
the frame rate seems to slowly drop over a period of about 20 seconds to
around 18 fps, then instantly ping's back up to around 50/60 fps. The extra
time is reflected by the Update event taking longer and longer. I can
only visibly notice the slow down if I'm orbiting the scene, you notice you
suddenly speed up. The character is loaded from an FBX file using the latest
FBX plugin from the trunk (All code was checked out around 2 days ago).

I then tried testing the latest Nathan.osg, with this model I do
not experience the same issue. I also noticed that zooming in to a single
character increases the frame rate as one would expect as the others are
clipped. This does not happen with my FBX file. Does anyone know what this
might be?, bad bounds perhaps.

While I'm here I also have a few other questions.

In the hardware skinning example it looks as if you are instancing the
geometry and only copying the animation data, which is what I want to be
doing,

osg::ref_ptrosg::Group c ;
if (hardware)
c = osg::clone(character, osg::CopyOp::DEEP_COPY_ALL 
~osg::CopyOp::DEEP_COPY_PRIMITIVES  ~osg::CopyOp::DEEP_COPY_ARRAYS);
else

but when I look at the stats it says there are 60 unique geometries and 60
instances. Should there not be a single unique geom and 60 instances?


I also wanted to ask about some animation data I have. I purchased a nice
low res character from turbosquid with animations included (run, fire etc).
The file was provided as an FBX containing all animations in a single take.
A .max file with all animations loaded in a single sequence and a set of
individual .bip files each containing one of the animations.

So far I know that the best method is to have a single file with multiple
takes. 3ds max does not have the ability to export fbx like this, so was
wondering if anybody knew of a way to convert bip to bvh? Then I'm assuming
I can load just the animations using the bvh plugin and apply them to my
rig. Or alternatively would it just be easier to split the the existing long
animation into sub animations and save out individually files from within
osg itself?

Thanks for any info
Cheers
Tom
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[osg-users] osgAnimation deform TangentSpace ( osgUtil::TangentSpaceGenerator ) for BumpMapping

2010-12-18 Thread Peter Wrobrl
Hi,

I have a Normal Map for an animated Character. To my understanding, I need to 
transfrom the Tangent and BiNormal which I got from 
osgUtil::TangentSpaceGenerator with the osgAnimation::RigTransform( 
Implementation ), otherwise Bump Mapping will not look correct. The 
RigTransform computeNormal method should do the job.

Is there a way to access RigTransfrom in RigGeometry and transform the 
additional VertexAttributes per update cycle ?
Any other Ideas how I could properly calculate the TangentSpace ?


Thank you!

Cheers,
ParticlePeter

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Re: [osg-users] osgAnimation : feeding MorphGeometry into RigGeometry

2010-12-06 Thread Cedric Pinson
Hi Peter,

Do you have some sample data in order I test it and debug ? In theory
piece are here to make it work but I have not been able to use this
path.
I would need to experiment with an example if you have one

Cheers,
Cedric

On Sun, 2010-12-05 at 15:54 +0100, Peter Wrobrl wrote:
 Hi,
 
 I'm feeding a MorphGeometry into RigGeometry, to achieve Character Animation 
 with Facial Morphing. The system works, but it is unclear where to attach the 
 osgAnimation::UpdateMorph.
 
 Two cases ( Source Attached ) :
 
 1.) Animation for UpdateMorph does not work
 GroupRoot ( with BasicAnimtionManager and an animation )
 --Skeleton
 Geode ( with UpdateMorph )
 --RigGeometry
 MorphGeometry ( Morph Base )
 --Geometry ( Morph Target )
 
 2.) Animation Works, but skinned and unskinned ( both morphing ) is Visible
 GroupRoot ( with BasicAnimtionManager and an animation )
 --Skeleton
 GeodeRig
 --RigGeometry
 MorphGeometry ( Instanced bellow )
 --GeodeMorph ( with UpdateMorph )
 MorphGeometry ( Morph Base )
 --Geometry ( Morph Target )
 
 I cannot turn off the NodeMask for the GeodeMorph, as then the UpdateMorph 
 does not calculate.
 
 So how can I attach the UpdateMorph so that the skin gets morphed ( before 
 Bone Influence ) and only one geometry been visible ?
 
 Btw, Cedric, should a FloatLinearChannel not be rather named morph than 0 
 ?
 Moreover, I'm writing out the file, there are issues in reading it back with 
 the osganimationviewer.
 I'm using SVN Version 2.9.10
 
 
 Thank you!
 
 Cheers,
 ParticlePeter
 
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Re: [osg-users] osgAnimation : feeding MorphGeometry into RigGeometry

2010-12-06 Thread Cedric Pinson
Arf sorry, I have not seen the link about the attachment :)

I will dig into

Cedric

On Sun, 2010-12-05 at 15:54 +0100, Peter Wrobrl wrote:
 Hi,
 
 I'm feeding a MorphGeometry into RigGeometry, to achieve Character Animation 
 with Facial Morphing. The system works, but it is unclear where to attach the 
 osgAnimation::UpdateMorph.
 
 Two cases ( Source Attached ) :
 
 1.) Animation for UpdateMorph does not work
 GroupRoot ( with BasicAnimtionManager and an animation )
 --Skeleton
 Geode ( with UpdateMorph )
 --RigGeometry
 MorphGeometry ( Morph Base )
 --Geometry ( Morph Target )
 
 2.) Animation Works, but skinned and unskinned ( both morphing ) is Visible
 GroupRoot ( with BasicAnimtionManager and an animation )
 --Skeleton
 GeodeRig
 --RigGeometry
 MorphGeometry ( Instanced bellow )
 --GeodeMorph ( with UpdateMorph )
 MorphGeometry ( Morph Base )
 --Geometry ( Morph Target )
 
 I cannot turn off the NodeMask for the GeodeMorph, as then the UpdateMorph 
 does not calculate.
 
 So how can I attach the UpdateMorph so that the skin gets morphed ( before 
 Bone Influence ) and only one geometry been visible ?
 
 Btw, Cedric, should a FloatLinearChannel not be rather named morph than 0 
 ?
 Moreover, I'm writing out the file, there are issues in reading it back with 
 the osganimationviewer.
 I'm using SVN Version 2.9.10
 
 
 Thank you!
 
 Cheers,
 ParticlePeter
 
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 http://forum.openscenegraph.org/viewtopic.php?p=34536#34536
 
 
 
 
 Attachments: 
 http://forum.openscenegraph.org//files/osgmorphskin_102.zip
 
 
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Re: [osg-users] osgAnimation : feeding MorphGeometry into RigGeometry

2010-12-06 Thread Cedric Pinson
Hi Peter,

I have a fix, but it's not the ideal solution. The idea is to cull the
morph geometry but to update it. In order to do that you can add a cull
callback that does not traverse child.
I have updated your sample to demonstrate the technique. Note you have
to add group in your hierarchy in order the cull callback works, it's
because the cull visitor iterate on drawable geode even if there is a
cull callback that does not traverse. You can see why with more detail
in osgUtil/CullVisitor.cpp:712 but doing it for a group will do the
things and will filter the subgraph only on rednering part.

Another way would be to setup the cull mask traversal but I dont
remember where it must be set.

About the channel '0' it's because the channel is associated to the
index of shape, it has been done like that in the past, it can be a
problem if you have more than one morphGeometry instance on a subgraph
driven by an animation manager. For skinning bones are named so I guess
we would need the same things for morph geometry.

Cheers,
Cedric

On Sun, 2010-12-05 at 15:54 +0100, Peter Wrobrl wrote:
 Hi,
 
 I'm feeding a MorphGeometry into RigGeometry, to achieve Character Animation 
 with Facial Morphing. The system works, but it is unclear where to attach the 
 osgAnimation::UpdateMorph.
 
 Two cases ( Source Attached ) :
 
 1.) Animation for UpdateMorph does not work
 GroupRoot ( with BasicAnimtionManager and an animation )
 --Skeleton
 Geode ( with UpdateMorph )
 --RigGeometry
 MorphGeometry ( Morph Base )
 --Geometry ( Morph Target )
 
 2.) Animation Works, but skinned and unskinned ( both morphing ) is Visible
 GroupRoot ( with BasicAnimtionManager and an animation )
 --Skeleton
 GeodeRig
 --RigGeometry
 MorphGeometry ( Instanced bellow )
 --GeodeMorph ( with UpdateMorph )
 MorphGeometry ( Morph Base )
 --Geometry ( Morph Target )
 
 I cannot turn off the NodeMask for the GeodeMorph, as then the UpdateMorph 
 does not calculate.
 
 So how can I attach the UpdateMorph so that the skin gets morphed ( before 
 Bone Influence ) and only one geometry been visible ?
 
 Btw, Cedric, should a FloatLinearChannel not be rather named morph than 0 
 ?
 Moreover, I'm writing out the file, there are issues in reading it back with 
 the osganimationviewer.
 I'm using SVN Version 2.9.10
 
 
 Thank you!
 
 Cheers,
 ParticlePeter
 
 --
 Read this topic online here:
 http://forum.openscenegraph.org/viewtopic.php?p=34536#34536
 
 
 
 
 Attachments: 
 http://forum.openscenegraph.org//files/osgmorphskin_102.zip
 
 
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/*	-*-c++-*- 
 *	Copyright (C) 2008 Cedric Pinson morni...@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 iostream
#include osg/Geometry

#include osg/MatrixTransform
#include osg/Geode
#include osgViewer/Viewer
#include osgViewer/ViewerEventHandlers
#include osgGA/TrackballManipulator
#include osgGA/StateSetManipulator
#include osgUtil/SmoothingVisitor
#include osg/io_utils

#include osgAnimation/RigGeometry
#include osgAnimation/MorphGeometry
#include osgAnimation/BasicAnimationManager

#include osgDB/ReadFile
#include osgDB/WriteFile


struct FilterCullCallback : osg::NodeCallback
{
virtual void operator()(osg::Node* node, osg::NodeVisitor* nv)
{

// do nothing and stop traverse
}
};


bool validPointer( osg::Object * pointer , std::string error )  {
if ( pointer ) return true ;
else std::cout  error  std::endl  std::endl ;
return false ;
}



class RigGeometryFinder : public osg::NodeVisitor
{
public :	
RigGeometryFinder() : osg::NodeVisitor( osg::NodeVisitor::TRAVERSE_ALL_CHILDREN )  {}

void apply( osg::Geode  geode )  {
if ( _rigGeometry.valid() )
return ;

for( unsigned int i = 0 ; i  geode.getNumDrawables() ; ++i )  {
osgAnimation::RigGeometry * rigGeometry = dynamic_cast osgAnimation::RigGeometry * ( geode.getDrawable( i ) ) ;
if ( rigGeometry )  {
_rigGeometry = rigGeometry ;
return ;
}
}
}

osgAnimation::RigGeometry * getRigGeometry()  {
   

Re: [osg-users] osgAnimation : feeding MorphGeometry into RigGeometry

2010-12-06 Thread Peter Wrobrl
Thanks for your help, this will do for now.

However, I would be very interested that this functionality becomes part of 
osgAnimation, as I am writing on a maya osg exporter. I'll try to look deeper 
into osgAnimation functionality. The opossite case, morphing two RigGeometries 
with different Skelettons, is also very usefull. 

So just for my understanding, a MorphCallback gets attached to  a Geode which 
holds MorphGeometry.
Which function searches the Drawables, to link them with the MorphCallback ?
Could it be extend it, so that it would also look inside children of 
RigGeometry ?

Got your point with the MorphChannelNames.


Thank you!

Cheers,
ParticlePeter

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[osg-users] osgAnimation : feeding MorphGeometry into RigGeometry

2010-12-05 Thread Peter Wrobrl
Hi,

I'm feeding a MorphGeometry into RigGeometry, to achieve Character Animation 
with Facial Morphing. The system works, but it is unclear where to attach the 
osgAnimation::UpdateMorph.

Two cases ( Source Attached ) :

1.) Animation for UpdateMorph does not work
GroupRoot ( with BasicAnimtionManager and an animation )
--Skeleton
Geode ( with UpdateMorph )
--RigGeometry
MorphGeometry ( Morph Base )
--Geometry ( Morph Target )

2.) Animation Works, but skinned and unskinned ( both morphing ) is Visible
GroupRoot ( with BasicAnimtionManager and an animation )
--Skeleton
GeodeRig
--RigGeometry
MorphGeometry ( Instanced bellow )
--GeodeMorph ( with UpdateMorph )
MorphGeometry ( Morph Base )
--Geometry ( Morph Target )

I cannot turn off the NodeMask for the GeodeMorph, as then the UpdateMorph does 
not calculate.

So how can I attach the UpdateMorph so that the skin gets morphed ( before 
Bone Influence ) and only one geometry been visible ?

Btw, Cedric, should a FloatLinearChannel not be rather named morph than 0 ?
Moreover, I'm writing out the file, there are issues in reading it back with 
the osganimationviewer.
I'm using SVN Version 2.9.10


Thank you!

Cheers,
ParticlePeter

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Re: [osg-users] osgAnimation::BasicAnimationManager set animation duration

2010-11-08 Thread Aitor Ardanza
Hi,

With setDuration, if I define the time duration less than the original, the 
animation goes to the original speed, and cut at the end of defined time ... If 
I define more time goes slowly ...

Doesn't work for speed up de animations. Any other idea?

Cheers,
Aitor

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[osg-users] osgAnimation::BasicAnimationManager set animation duration

2010-11-05 Thread Aitor Ardanza
Hi,

Is it possible to somehow define the duration of the animation? I need to give 
different speeds to animations.

Thank you!

Cheers,
Aitor

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Re: [osg-users] osgAnimation::BasicAnimationManager set animation duration

2010-11-05 Thread Michail Lanam
[quote=Pertur]
Is it possible to somehow define the duration of the animation? I need to give 
different speeds to animations./quote]Yes, osgAnimation::Animation have 
setDuration method. It will do the thing.

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Re: [osg-users] osgAnimation w hardware skinning clears model-stateset

2010-08-04 Thread Cedric Pinson
Hi Rob,

Thank you for the fix, I have merged the changes to the trunk.
Please next time, use the osg-submission mailing list to submit patch.

Thank you,

Regards,
Cedric

On Tue, 2010-08-03 at 17:38 +0200, Rob Smith wrote:
 Hi,
 
 I had some serious problems getting a hardware-skinned model texured because 
 the skinning-shader overwrites the statesete of the model. With that all 
 loaded textures and other material-stuff were deleted.
 
 So here's a tiny diff, that makes use of the existing stateset:
 
 Code:
 Index: src/osgAnimation/RigTransformHardware.cpp
 ===
 --- src/osgAnimation/RigTransformHardware.cpp (revision 11685)
 +++ src/osgAnimation/RigTransformHardware.cpp (working copy)
 @@ -255,11 +255,11 @@
  }
  program-addShader(_shader.get());
  
 -osg::ref_ptrosg::StateSet ss = new osg::StateSet;
 +osg::StateSet* ss = geom.getOrCreateStateSet();
  ss-addUniform(getMatrixPaletteUniform());
  ss-addUniform(new osg::Uniform(nbBonesPerVertex, 
 getNumBonesPerVertex()));
  ss-setAttributeAndModes(program.get());
 -geom.setStateSet(ss.get());
 +
  _needInit = false;
  return true;
  }
 
 
 
  
 
 
 
 Cheers,
 Rob
 
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[osg-users] osgAnimation w hardware skinning clears model-stateset

2010-08-03 Thread Rob Smith
Hi,

I had some serious problems getting a hardware-skinned model texured because 
the skinning-shader overwrites the statesete of the model. With that all loaded 
textures and other material-stuff were deleted.

So here's a tiny diff, that makes use of the existing stateset:

Code:
Index: src/osgAnimation/RigTransformHardware.cpp
===
--- src/osgAnimation/RigTransformHardware.cpp   (revision 11685)
+++ src/osgAnimation/RigTransformHardware.cpp   (working copy)
@@ -255,11 +255,11 @@
 }
 program-addShader(_shader.get());
 
-osg::ref_ptrosg::StateSet ss = new osg::StateSet;
+osg::StateSet* ss = geom.getOrCreateStateSet();
 ss-addUniform(getMatrixPaletteUniform());
 ss-addUniform(new osg::Uniform(nbBonesPerVertex, 
getNumBonesPerVertex()));
 ss-setAttributeAndModes(program.get());
-geom.setStateSet(ss.get());
+
 _needInit = false;
 return true;
 }



 



Cheers,
Rob

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Re: [osg-users] osgAnimation and 3ds max exporter

2010-07-12 Thread Michele Olsen
Hello,

I'm just curious as to the state of the 3dsmax exporter. If there is anything 
that you need help with I'd be interested in getting involved.

-Michele

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