Dirk Reiners wrote:
>
I haven't looked at the animation support of any other system, not sure
how other scenegraphs handle that. Can anybody comment on that?

WildMagic is one example which I'm somewhat familiar with. You can check it out as well. :) Much of it's design can be found in other scene graphs used succesfully in commercial games.

They propagate time through nodes via an 'update()' function, which in turn updates the node's "controllers", which are time-dependet objects that manipulate the object (key-frame anim, etc). Update also computes volumes/toworldmatrices, and similar cached stuff.

So, when loading an animation, you load the scene graph as usual then instantiate some controller which interpolates keyframe based on time and attach it to the node(s).

The controller concept makes it dead easy to write some small demos of planet system as well, and it is a good building block for more complex animation (such as skinning, where you animate several nodes so you need some 'master controller' if you want to change the current animation, but the basics still work fine.)

/Marcus


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