-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Vladimir Shabanov wrote:
> Yes, it has different implementation. But what about skeletal > character with morphing face and maybe some particles around his body > (imagine a small devil). Different rendering methods are tightly > coupled here. And their animations must be synchronized. > > So while the rendering implementation can be separated (not sure about > morphs and skeleton) the animations must be ran from single place. You have a valid point here. However that doesn't require a huge, all-encompassing node kit for managing all kinds of animation, does it? If you want to have a character that is both skeletally animated and has morph targets for e.g. face, it could be a composite structure with two components - face and the rest. I would leave this to the user to implement a class managing a character like that and have OSG have two animation node kits - one for skeleton, deforming the mesh and then another one that will work on the pre-deformed mesh and fix the face or whatever. The morphing is useful even without the skeletal animation that brings a lot of extra baggage in and I wouldn't like it to be tightly tied together. However, this could be tricky to implement. Otherwise, then let's not talk about a general animation package but something specific to character animation. Then it would be OK to have a character class supporting both things out of the box, but we wouldn't be pretending that this is something more generic. Regards, Jan -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.7 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD8DBQFHYFgYn11XseNj94gRArtvAJ0aexy7mtZZiR2O+vlJVDBNgcJ1VwCdERc9 wZ84pXuBajnwdJCi2a4Ce7Q= =RYar -----END PGP SIGNATURE----- _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org