Hi Fabien,
You can hack for start if you prefer. But the timeline api give you the
ability to do cross fade. If you want to experiment, you can start an
animation manager from the basic one, it's simple enough to hack inside.
You can add quaternion and renormalize after. For more complicated
quaternion interpolation you the order you do the operation has
influence. I used the simpliest from this reference
http://mollyrocket.com/911?first=10&action=download
I think we would need to add explanation on the wiki page
Cheers,
Cedric
Fabien Lavignotte wrote:
I move the discussion to osg-users.
The TimeLineAnimationManager does not really seems appropriate for my needs. Let me explain better.
I want to do "cross-fade" between two animations loop. The example shows "continuous blend" not
"cross-fade" and between an endless animations and "short" animations. The figures in the following
link show what i mean by cross-fade and continuous blend : http://www.gamasutra.com/features/20030704/edsall_02.shtml
Maybe it is possible to do cross-fade with TimeLine (using BlendOut for
exemple?), but i have preferred to hack a simple method to start...
Then for my blending problems, I see into the code you are just doing addition
and substraction on quaternion for blending, is it exact ?
Fabien.
-----Original Message-----
From: osg-submissions-boun...@lists.openscenegraph.org
[mailto:osg-submissions-boun...@lists.openscenegraph.org] On Behalf Of Cedric
Pinson
Sent: lundi 9 février 2009 14:30
To: OpenSceneGraph Submissions
Subject: Re: [osg-submissions] Small fixes for osgAnimation
Hi,
If you check the osganimationtimline, it blends the two animations. The idle
and the scratch. It could help you i guess.
The screenshoot is funny :)
Cheers,
Cedric
Fabien Lavignotte wrote:
For blending I have checked osganimationtimeline, the TimeLine thing is quite
nice but i am not sure it cover my needs.
I just wanted to blend smoothly when going from one animation loop to another (for
exemple run->walk, then walk->stand). Looking at TimeLine code i wasn't sure it
was possible.
So, i ended up hacking a node callback with BasicAnimationManager, by setting weight on the 2 Animation and then let osgAnimation engine blend properly the two animations.
Blending seems to be done but result is quite weird, even funny sometimes (check the screenshot) but i don't know if it is osgAnimation fault, my code or even the animations. I have to dig further into it but unfortunately i don't have much time to dedicate to character animation, it is just a side project.
Fabien.
-----Original Message-----
From: osg-submissions-boun...@lists.openscenegraph.org
[mailto:osg-submissions-boun...@lists.openscenegraph.org] On Behalf Of
Cedric Pinson
Sent: lundi 9 février 2009 12:41
To: OpenSceneGraph Submissions
Subject: Re: [osg-submissions] Small fixes for osgAnimation
Hi Fabien,
I will check them for integration, could send me in futur a patch it's easier
for me to watch what changed. I know Robert prefer entire file, so i propose
you send both.
Can you describe the problem you have about blending ? Did you check in the
osganimationtimeline example ?
Thank you for your contribution
Cheers,
Cedric
Fabien Lavignotte wrote:
Some other litte changes just to clean up the API.
TimeLine : remove virtual inheritance that is not needed RigGeometry :
put some methods/members in private section (everything was public),
use META_Object macro osganimationskinning.cpp : remove two lines
that are not needed
By the way, i have some good result with osgAnimation. I should post a
screenshot soon. I still have some problems with blending for the moment...
Thanks,
Fabien
-----Original Message-----
From: osg-submissions-boun...@lists.openscenegraph.org
[mailto:osg-submissions-boun...@lists.openscenegraph.org] On Behalf
Of Cedric Pinson
Sent: jeudi 5 février 2009 20:03
To: OpenSceneGraph Submissions
Subject: Re: [osg-submissions] Small fixes for osgAnimation
Here the file without the virtual osg::Object
Cheers,
Cedric
Cedric Pinson wrote:
Hi Fabien,
Thanks for the fix, The virtual inherit from osg::Object was due
some previous test, it's not require.
Cheers,
Cedric
Fabien Lavignotte wrote:
Hi Robert and Cedric,
Here is some various small fixes i have done while playing with
osgAnimation. - Animation : removed the _name attribute that is
never used.
- BasicAnimationManager : fix a crash on Windows with the example
osganimationviewer. The _lastUpdate attribute was not initialized
when using copy constructor.
- CMakeLists.txt : add RigGeometry to the headers list And just a
small comment on the Animation class, it uses virtual inheritance
on osg::Object, is it really needed ?
Thanks,
Fabien Lavignotte
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