Hi, I have a small problem. The idea I have is to have a fbx model with weighted skeleton and geometry, and then load different animations stored on another fbxs...
Code: if(!m_animationManager){ m_animationManager = new osgAnimation::BasicAnimationManager; modelNode->setUpdateCallback(m_animationManager); } osgGenerals::AnimationManagerFinder amFinder; modelAnimation->accept(amFinder); if (amFinder._am.valid()) { for(int j=0;j<amFinder._am.get()->getAnimationList().size();j++){ amFinder._am.get()->getAnimationList()[j]->setPlayMode(osgAnimation::Animation::ONCE); amFinder._am.get()->getAnimationList()[j]->setName(animations[j].callName); m_animationManager->registerAnimation(amFinder._am.get()->getAnimationList()[j]); } } I do not know why, but if the fbx with skeleto and geometry has no animations, and I start from a new BasicAnimationManager, I can't play any animation. The other way, if the main fbx has animations, and I register the other animations in its BasicAnimationManager, no problem. Do you know if I missed something I should do? Thank you! Cheers, Aitor ------------------ Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=39762#39762 _______________________________________________ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org