Thanks for your research Alessandro :) Vertex caches sound like just another way to store morph geometry. osgAnimation::MorphGeometry is just a series of 1 or more geometries (each one stored in a MorphTarget) so in theory it should be as simple as loading each bit of vertex cache geometry into a MorphTarget. I hope it proves that simple!
On 9 June 2010 10:24, Alessandro Terenzi <[email protected]> wrote: > Hi, > as you know I wanted to try to add the possibility to read vertex animation > data from point cache files, so I started looking at existing code in order > to figure out where the integrations should be done. I have really basic > experience with animations in OSG, so I'd like to share my ideas with you > before doing anything. > > First of all, looking at the FBX SDK doc it looks like that there are 3 > ways "*geometries can be deformed: using skinning, shapes, or vertex > caches. A vertex cache is a way to store directly the vertex animations > inside a cache file"*. Looking at the existing code in osgfbx, I see that > what is managed so far are 'static', 'rigged' and 'morph' geomerty types > that I guess correspond to no animations or skinning and shapes deformers > respectively. I thought to add also another type (GEOMETRY_CACHE) > corrensponding to KFbxDeformer::eVERTEX_CACHE. > > In the examples provided with the SDK there is the "ViewScene" example that > shows how to load point cache files (there are just 2 functions to use > almost in a straightforwar way: PreparePointCacheData() and > ReadVertexCacheData()). > > Well, this is the easy part I guess. But then I don't know how to handle > that animation data...of course there are no bones for this kind of > animation, also there is just one shape (unlike morphing where I guess at > least 2 shapes are required) so I can just think about creating an > UpdateCallback that keeps reading animation data (of course loaded once > forever outside the application loop) and keeps updating vertex positions. > > What do you think about this? Can you give me suggestions or point me to > other examples that do almost the same thing? > > Thanks. > Alessandro > > PS: along the ViewScene example there is a sample FBX file (Humanoid.FBX) > that I'll suggest you to check, it should contain at least skinning > animation, but is not played correctly. > >
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