Re: [osg-users] Moving a model with NodeCallback

2014-09-23 Thread Chris Hidden
Hey, in case anyone was interested. This was definitely the problem. For a beginner like me it was very unclear that 3ds files or other files did not import any of the rigging or bone heirarchy. Especially considering there was a still an empty tree of matrixtransforms with the same names as

Re: [osg-users] Moving a model with NodeCallback

2014-09-18 Thread Ulrich Hertlein
-BEGIN PGP SIGNED MESSAGE- Hash: SHA256 Hi Chris, hi Mattias, On 17/09/2014 20:19, Mattias Helsing wrote: Hi again, some more 2p I'm not an animator myself but I'm guessing the hand model was rigged and skinned in 3ds max That was my guess as well and a look at the converted

Re: [osg-users] Moving a model with NodeCallback

2014-09-18 Thread Chris Hidden
Mattias! That makes so much sense with the results I was getting! I am trying to rebuild with the FBX plugin enabled right now. I noticed with CMake that the fields: FBX LIBRARAY and FBX LIBRARY DEBUG can't find the right file. (FBX_INCLUD_DIR is found automatically). I did some looking

Re: [osg-users] Moving a model with NodeCallback

2014-09-17 Thread Robert Osfield
Hi Chris, Rather than try and understand your approach it is probably best to say how I'd tackle it. First up I'd establish whether the hand API you are using generates transforms for the finger joints relative to each each or relative to world coordinates. If the matrices are relative then

Re: [osg-users] Moving a model with NodeCallback

2014-09-17 Thread Chris Hidden
Hi Robert! Thank you so much for taking the time to try and break down the approach for me. Right now our API gives us the left hand and right hand positions in world coordinates. So with this I have managed to get the hands moving around on the screen using a callback on the hand node.

Re: [osg-users] Moving a model with NodeCallback

2014-09-17 Thread Robert Osfield
Hi Chris, Too many questions for me to answer on my own. I think it might be best for you to take a step back and learn a little more about the basic of scene graphs, gain a bit of confidence with how to create and manipulate the scene graph and then once you are a bit more experienced then dive

Re: [osg-users] Moving a model with NodeCallback

2014-09-17 Thread Chris Hidden
Thanks agin for helping me with this. While I am very new to all of this, I have spent the better part of the last 5 weeks learning open scene graph. I have a basic knowledge of a fair chunck of it I believe. My problem is, is that I have gone through many of the examples, I have worked

Re: [osg-users] Moving a model with NodeCallback

2014-09-17 Thread Mattias Helsing
Hi Chris, A quick look at your model (after converting it to .osg) shows that the MatrixTransforms are there alright but there are no drawables connected to them. Instead the 2 existing Geodes (each with 1 Geometry) are located in a separate node tree parallel to the MatrixTransforms that you are

Re: [osg-users] Moving a model with NodeCallback

2014-09-17 Thread Mattias Helsing
Hi again, some more 2p I'm not an animator myself but I'm guessing the hand model was rigged and skinned in 3ds max, When you load a 3ds file with OSG that information is lost and what remains is the empty tree of MatrixTransforms. I think that you need to export the 3ds MAX model to osg using a

Re: [osg-users] Moving a model with NodeCallback

2014-09-16 Thread Chris Hidden
Hey guys I really need some help with this. I must just have a misunderstanding of how to manipulate things. To show exactly what I am doing I want to manipulate the LeapMotion handmodels offered with their SDK. The hand models come as FBX format. I have opened it in 3DS max and saved

Re: [osg-users] Moving a model with NodeCallback

2014-09-16 Thread Robert Osfield
Hi Chris, I tried to follow the original post and the follow up and have ended puzzled as to why you are going about what you are doing in the way you are, let alone what is actually amiss with the transforms not taking effect. The approach just seems rather more awkward than it should be, it

Re: [osg-users] Moving a model with NodeCallback

2014-09-16 Thread Chris Hidden
Oh it is most definitely a very awkward way of doing things. I am very much a novice at this and thats why. I have been following along the tutorials in the Open Scene Graph for beginners and trying to understand how the engine works as well as get a better grasp on graphics programming as