-----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

Reply via email to