Hi,
Sorry to post this again - I previously posted a couple of weeks ago
(without response), but in light of Dirk having missed some posts I
thought I might entice a reply... :)
A year ago we implemented avatars in an OpenSG application, inheriting
from OpenSG classes for our avatar classes.
We encountered some problems with doing this that were due to OpenSG's
structure, namely:
1) The geometry of the avatar classes could not be fully shared by
instances of the avatar as each geometry node 'collected' by the
renderAction needs to be in its individual deformed state in the
rendering list. This is clearly not possible when sharing geometry so
each instance requires at least its own vertex and normal fields,
increasing the memory footprint and file size with each instance of an
avatar (these are level of detail avatars with the highest level ~8000
polygons).
2) When an animation such as a walk is applied to an avatar the avatar's
actual location in the scene (relative to its parent Transform node) is
not determined until the animation is processed on the avatar node , but
the parent Transform is not aware of the animation and has to be
explicitly corrected from the avatar node to maintain the correct
bounding box position. This also results in the bounding box being one
frame behind as the Transform has already been processed.
We are now returning to do further work on this and wondered whether
there are new features in OpenSG that might help with these problems, or
if anyone has any suggestions for a cure/alternative approach. We could
resolve this by taking over the rendering of our avatars in the scene
ourselves, but that looks to introduce more problems than it solves.
Regards,
Vince Jennings,
University of East Anglia.
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