Hi,

On Fri, 2009-07-31 at 22:01 -0500, Carsten Neumann wrote:
>       Hello Gerrit,
> 
> Gerrit Voß wrote:
> > On Fri, 2009-07-31 at 09:54 -0500, Carsten Neumann wrote:
> > Sorry to ask, but why do we have to reinvent things again ? There is
> > basic animation support in OpenSG 2.x already, basically in a more
> > general form as there is a  way to to describe a data flow graph and the
> > elements for it to do animations.
> 
> ah, interesting.
> 
> > The only difference is, there is no
> > grouping. So why do we need another system instead of integrating or
> > improving what is already there ?
> 
> well, probably because you are the only one who knows that there already 
> is a system, neither me nor (I'm almost certain) Dirk knew about this...


och Jungs ;(


-------- Forwarded Message --------
From: Gerrit Voß <[email protected]>
> Reply-to: [email protected], [email protected]
> To: [email protected]
> Subject: Re: [Opensg-users] DCC Toolchain with OpenSG 2.0? Animations?
> Date: Tue, 12 May 2009 07:43:28 +0800
> 
> Hi,
> 
> On Mon, 2009-05-11 at 12:07 -0500, Aashish Chaudhary wrote:
> > We have been using collada for some time. Its serving our purpose so
> > far and being stable. As Carsten said it does not load shaders but
our
> > engine does that for us. 
> > 
> > We are interested in animations as well and looking forward to
> > animations capabilities in OpenSG 2.0. 
> 
> to solve the animation mystery. You can do animations quite easily
> as you can connect fields. See the ComplexSceneManager for a VRML
> like field and routes system that is able to handle VRML animations.
> It currently relies on the ComplexSceneManager to be there to update
> the TimeSensors each frame but that should be easily generalized so
> it works better for other applications.
> 
> kind regards,
>   gerrit
> 

-------- Forwarded Message --------
> From: Gerrit Voss <[email protected]>
> To: Dirk Reiners <[email protected]>
> Cc: Dirk Reiners <[email protected]>, Carsten Neumann
> <[email protected]>
> Subject: Re: IEEE VR 09: Tutorial
> Date: Fri, 14 Nov 2008 11:50:51 +0800
> 
> > Sideline: wie machst denn Du im Moment Animationen? Gibt's da was 
> > sauberes oder ist das gehackt? 
> 
> Relative sauber, Routes ueber die Changed callbacks, die sind selber im
> Kern (Source/System/FieldContainer/Connector/). Plus helper nodes
> fuer sowas wie TimeSensor/Interpolator in
> (Source/Contrib/ComplexSceneManager/VRMLNodes). Gerade der TimeSensor
> funktioniert aber nur im ComplexSceneManager weil der eine 'frame'
> Funktion braucht die die Zeit aktualisiert. Ansonsten ist das relativ
> transparent.
> 
> > Gibt's da eine Stelle wo man Partikel 
> > sauber einbauen koennte?
> 
> Sollte eigentlich gehen, Examples/CSM/SimpleAnim benutzt
> CoordinateInterpolatoren. Was haettest du denn ungefaehr vor ?
> 

-------- Forwarded Message --------
> From: Gerrit Voss <[email protected]>
> To: Dirk Reiners <[email protected]>
> Cc: Carsten Neumann <[email protected]>
> Subject: Re: CSM und Stages?
> Date: Tue, 12 Aug 2008 12:45:17 +0800
> 
> Hi,
> 
> On Mon, 2008-08-11 at 11:16 -0700, Dirk Reiners wrote:
> >     Hi Gerrit,
> > 
> > feur die BOF morgen wuerde ich gerne was ueber den CSM und Stages sagen. 
> > Dafuer muss ich aber erst mal sebst wissen. ;) Kannst Du mir dazu was 
> > sagen oder vielleicht sogar ein paar Bilder/Folien geben?
>
> das einfache zuerst ;-). 
> 
> CSM ist einfach nur ein mini 'framework' damit ich Sachen leichter
> ausprobieren kann, ich werde irgendwie alt und faul ;-). 
> 
> Beispiele sind in Examples/CSM. Zwei Dinge waren wichtig :
> 
>  - Window Konfiguration laden (inkl. par drawing, cluster, ...)
>  - Animationen damit man dynamische Sachen ausprobieren kann
> 
> Die beiden Sachen machen den Grossteil des Codes in Contrib/Complex....
> aus, der Anim Teil steckt in Contrib/Complex.../VRMLNodes. 


that's why you saw me a little surprised to see it again ;)


> > If you need the 'Manager' controls
> > outside CSM (where they currently are) it seems better to actually
> > take them out from there back into OpenSG and have CSM make use of
> > them instead of putting another set in.
> > 
> > I really would like to see only one instance in there.
> 
> sure, that is fine with me. Can you give a description of the parts of 
> that system and what roles they play?

basically they all follow the VRML/X3D model. You have your time sensor 
and interpolator elements and connect the via field connectors (aka
routes). Let me take this part out of the CSM dir where it lives right
now and repackage this into a separate contrib dir to untangle things a
little.

> We specifically need to handle key frame animation for vertex skinning 
> for characters. Any hints how existing parts are best used/extended to 
> support that are also very welcome.

If you can work with the std vrml/x3d interpolators
(IIRC pos/scalar/ori/coordinate), which I hope as skin+bones are in
both, the basics should all be there. 

The two tricky bit's left are the global frame handler which updates the
time and something that makes sure the skin+bone stuff is evaluated only
once a frame. For the frame handler I have to see if we can handle it
like the vrml loader which can be extended so it can live outside the
osg core (I don't want to have fileIO to dependent on a contrib lib)
or if we have to push this into the core.

Short question, what is the grouping (for example AnimationTemplate)
for ?. Just to deal with a complex animation through one object ?

kind regards,
  gerrit





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