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
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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
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
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
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.
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
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
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
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
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
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
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
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