Re: [osg-users] Blender osgAnimation Issue

2009-02-06 Thread Ryan Morris
Well I'm glad to help (?) if in fact that's what I did. I would like
to get more involved as I start to understand OSG better. If you would
like someone to test the new exporter I'm your guy!
-Russ
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Re: [osg-users] Blender osgAnimation Issue

2009-02-02 Thread Ryan Morris
Cedric,
Thanks for taking the time to look into this. I did have a
revelation a few days ago that lead me to the same conclusion.
Basically I had to go back and assign vertices to the named vgroups.
not a big deal once I figured it out I was just going crazy thinking I
was doing something completely wrong. I figured the exporter should
recognize this but it works perfectly if I do the following:
-select a vgroup
-select the vertices I want in the group
-click the assign button
that seemed to fix my issues. Again thanks Cedric for all your help
and hard work!
-Russ
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Re: [osg-users] Blender osgAnimation Issue

2009-01-31 Thread Ryan Morris
Well I've been unable to figure this out on my own. It appears to me
that I am following the same setup as in the robot.osg packaged with
the blender exporter but when I run osganimationviewer I get no bones
found errors. What method should be used to parent the Armature to
the Mesh? I know there are a few ways to do it and maybe I'm simply
doing it incorrectly. My animations work in blender but not in osg.
-Russ
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Re: [osg-users] Blender osgAnimation Issue

2009-01-31 Thread Ryan Morris
Well after a week of beating my head against the wall trying to figure
it out, right after I post I have a revelation about my vertex groups
and voila it works!

On Sat, Jan 31, 2009 at 2:23 PM, Ryan Morris russell.co...@gmail.com wrote:
 Well I've been unable to figure this out on my own. It appears to me
 that I am following the same setup as in the robot.osg packaged with
 the blender exporter but when I run osganimationviewer I get no bones
 found errors. What method should be used to parent the Armature to
 the Mesh? I know there are a few ways to do it and maybe I'm simply
 doing it incorrectly. My animations work in blender but not in osg.
 -Russ

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Re: [osg-users] Blender osgAnimation Issue

2009-01-27 Thread Ryan Morris
Haha, as soon as I posted this I knew that was going to be the response.
I know there are several ways to do armatures in blender, my basic
test process has been this:
1) create a long box
2) subdivide a bunch of times
3) create a vertex group
4) create the armature (2 bones)
5) add an armature modifier to the box
6) parent the armature to the box (CTRL-P)
This apparently doesn't work, is there a different process that the
exporter requires? I'll submit a file if that is needed.
Thanks for the continued help guys! I really appreciate it.
-Russ
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[osg-users] Blender osgAnimation Issue

2009-01-26 Thread Ryan Morris
Hoping someone can help me out here, I think I'm missing something in
Blender, I export my animations and I get
TransformVertexFunctor::UniqBoneSetVertexSet no bones found
when I load them. Any thoughts?
-Russ
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Re: [osg-users] New SVN Broke osgAnimation?

2009-01-24 Thread Ryan Morris
Ok I have some information that may help you. I can run
osganimationviewer against the robot.osg file provided with the
Blender exporter, however when I download the robot.blend and export
it the resulting file begins with

osgAnimation::AnimationManager {

instead of

Group {

when I export one of my .blend files I get a file starting with Group
{ but the viewer seg faults.

Hope this helps a little!

-Rusty
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Re: [osg-users] New SVN Broke osgAnimation?

2009-01-24 Thread Ryan Morris
UPDATE:
I un-installed the Ubuntu Blender package, installed 2.48a and the
latest exporter. I am able to export the provided robot.blend to
robot.osg and it works with osganimationviewer.

However! when I export the rigged models from Blender Nation or my own
i get a seg fault. Just FYI hope this helps with testing!
-Rusty
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Re: [osg-users] New SVN Broke osgAnimation?

2009-01-22 Thread Ryan Morris
Late last night I managed to get everything to compile, but apparently
there have been changes in the .osg (animation) file formats? Not sure
about this but the the .osg files in OpenSceneGraph-Data (new svn)
seem to be slightly different. When I attempt to load the same files I
had with the previous trunk I either get an error or a seg fault. I've
been away for a while and may have missed some big developments. Any
help is greatly appreciated!
-Rusty
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Re: [osg-users] New SVN Broke osgAnimation?

2009-01-22 Thread Ryan Morris
I grabbed the newest blender exporter I could find from the animtk
website but it still didn't work for me last night. what's the url for
the newest one? I don't mind that the format changed as long as I can
get my apps up and running! Thanks for the help!
-Rusty
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Re: [osg-users] New SVN Broke osgAnimation?

2009-01-22 Thread Ryan Morris
Thanks for the updates! I downloaded the new exporter and it works in
blender but when i run it against osganimationviewer it seg faults. my
brain hurts. lol thanks in advance.
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[osg-users] New SVN Broke osgAnimation?

2009-01-21 Thread Ryan Morris
I pulled the SVN on Jan 1, built it, tried to compile my application
and I'm getting:

usr/local/include/osgAnimation/AnimationManager: In member function
'virtual void
osgAnimation::AnimationManager::accept(osg::NodeVisitor)':

/usr/local/include/osgAnimation/AnimationManager:30: error: no
matching function for call to
'osg::NodeVisitor::validNodeMask(osgAnimation::AnimationManager)'

anyone else getting similar results?
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Re: [osg-users] Node Names After Picking

2009-01-17 Thread Ryan Morris
Ok I hope this helps someone with the same problem. I've been on
vacation and thinking about it non-stop and ta-da it works now.
If anyone has a cleaner way of doing it please let me know. This is
all I could come up with! Thanks for the help!

class setModelName : public osg::NodeVisitor {
public:
setModelName();
setModelName(const std::string name) :
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {
nodeName = name;
}

virtual void apply(osg::Node node) {
// This makes sure the bones don't get renamed
if (node.getName() == BlenderModel) { 
node.setName(nodeName);
}   
traverse(node);
}

private:
std::string nodeName;
};
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Re: [osg-users] Node Names After Picking

2009-01-02 Thread Ryan Morris
Is there a way to set the name of the node's drawable? That should
solve my problem correct? I've been working on this for a few days now
and can't quite seem to get it going.
-Russ
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[osg-users] Node Names After Picking

2009-01-01 Thread Ryan Morris
I have a scene populated with nodes loaded from .osg files, I set
their names with node-setName(), but when I pick them and I perform a
node-getName() it returns the name of the geode specified in the .osg
file. Does anyone know why this is happening? Any help would be
greatly appreciated.
-Russ
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[osg-users] Intersection Node Comparison

2008-12-30 Thread Ryan Morris
I've been looking for a solution here for a few days and can't come up
with one. I have a scene with several nodes loaded with
osgDB::readNodeFile. I can run an intersection check and get results,
but I can't seem to come up with a way to compare the selected nodes
(from the nodePath of the intersection results) to nodes in my vector
of nodes. It appears to me that the results are geodes, please correct
me if I am wrong. Anyone know how to solve this?

-Rusty
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Re: [osg-users] Intersection Node Comparison

2008-12-30 Thread Ryan Morris
Interesting, I am comparing each object in the intersections nodepath
to the node i want to check against (using node == _node) and I'm not
getting any positive results. If there is a better way to compare them
I'm all ears! I didn't see a .compareTo or .equals in the
osg::Node/Object/Geode api. Thanks in advance!
-Russ
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Re: [osg-users] Intersection Node Comparison

2008-12-30 Thread Ryan Morris
Ok, one problem I am running into is that when I loop through the
LineSegmentIntersector iterator and I look at the names of all of the
nodes, they do not represent what I have set the node's names to. I'm
not sure how to solve this. When I load the .osg files i do a
node-setName(newName); but when the intersector returns it's
results i get the name of the Geode specified in the .osg file. Any
ideas?

-Russ
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Re: [osg-users] Texture Image Size

2008-12-27 Thread Ryan Morris
I think I'm getting closer to my solution but I still am having
issues. Using the texmat-setMatrix i have been able to translate my
texture but not scale it. I don't quite understand what I am doing
wrong. Any advice you all can provide would be awesome!

Thanks! And Merry Christmas!
-Rusty
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Re: [osg-users] Texture Image Size

2008-12-27 Thread Ryan Morris
Ok I'm not sure anyone cares but I managed to solve my issue. I'm not
sure WHY it works but apparently

texmat-setMatrix(osg::Matrix::scale(0.5,0.5,1) *
osg::Matrix::translate(0.5,0.5,1));

maps the image over the whole node. If anyone has an explanation I'd
love to hear it otherwise I'm just pressing on with my application!
Thanks for the guidance!
-Russ
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Re: [osg-users] Texture Image Size

2008-12-23 Thread Ryan Morris
Gordon,
I understand what you are saying about mapping to each vertex but I'm
unclear how you get the vertex arrays from a node (not a geod etc).
And sadly it doesn't appear to me that TexGen has the ability to
stretch the image. Thanks again!
-Rusty
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Re: [osg-users] Texture Image Size

2008-12-23 Thread Ryan Morris
Ulrich,
I've been playing around with your suggestions, I just don't quite
understand how to implement the osg::TexMat::setMatrix.  I've been
going through the ref docs and still haven't got it. Maybe a code
sample? =) Thanks again!
-Russ
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Re: [osg-users] osgTerrain Problem

2008-12-22 Thread Ryan Morris
Thanks guys for the quick responses! This is the kind of information you
can't really come by going through the ref docs. I didn't know you could
only use certain plugins could be used as heightfields. I assumed it was
like blender where you can load a bw image and it will create a height map.
Thanks for the help!

On Mon, Dec 22, 2008 at 6:03 AM, FlySky zz...@163.com wrote:


  Hi,Ryan
  Can you tell me the type of file what you load?readHeightFieldFile is
 mainly based on GDAL plugins.You can have a good knowledge of GDAL in
 http://www.gdal.org. The website lists a lot of file types what can be
 read/written.

 在2008-12-22,Ryan Morris russell.co...@gmail.com 写道:

 I'm trying to wrap my head around osgTerrain. I try to use
 readHeightFieldFile and it keeps returning NULL. I admit I am not exactly
 clear on what time of file I should be loading, I assumed it was an image
 file but that doesn't work for me. If anyone could give me a little guidance
 here I'd appreciate it.

 -Rusty



  --
 [广告] 2008年最受关注楼盘 http://popme.163.com/link/003985_1010_7027.html
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[osg-users] Texture Image Size

2008-12-22 Thread Ryan Morris
I've been looking through the mailing list and tutorials and I can't seem to
find something that fits my issue. I've got a large node (.osg) exported
with Blender and I can load it and apply a texture (.rgb image) to it but I
can't seem to get the image to cover the whole node. I can set it to REPEAT
or MIRROR but I would really like to just stretch the image over the whole
node. I'm sure I've just overlooked something simple, any help would rock.
-Rusty
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[osg-users] osgTerrain Problem

2008-12-21 Thread Ryan Morris
I'm trying to wrap my head around osgTerrain. I try to use
readHeightFieldFile and it keeps returning NULL. I admit I am not exactly
clear on what time of file I should be loading, I assumed it was an image
file but that doesn't work for me. If anyone could give me a little guidance
here I'd appreciate it.

-Rusty
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[osg-users] Light Position Behavior

2008-12-17 Thread Ryan Morris
I understand that positioning the camera SHOULD fix my problem, but it
isn't. I have the light positioned at (0,0,100,1) and even after i set my
camera with setViewMatrixAsLookAt it is still trying to view the entire
bounding box of the scene. This is the fix i was looking for when i started
the post =) Looking forward to some guidance! Thanks!
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Re: [osg-users] Light Position Behavior

2008-12-17 Thread Ryan Morris
it seems that by using setUpViewerAsEmbeddedInwindow() it does not
reposition based on the world's bounding sphere. interesting for those who
didn't already know that. Anyway hope this helps someone else!
-Rusty

On Wed, Dec 17, 2008 at 5:01 PM, Ryan Morris russell.co...@gmail.comwrote:

 I understand that positioning the camera SHOULD fix my problem, but it
 isn't. I have the light positioned at (0,0,100,1) and even after i set my
 camera with setViewMatrixAsLookAt it is still trying to view the entire
 bounding box of the scene. This is the fix i was looking for when i started
 the post =) Looking forward to some guidance! Thanks!

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[osg-users] Light Position Behavior

2008-12-15 Thread Ryan Morris
OSG Community,
I'm experiencing a strange behavior when I do a setPosition on my
osg::Light. For one, I'm trying to create a sun like light and it doesn't
seem to work. but the real problem I'm having is that my viewer zooms way
out when I give my light a position like (0.0,0.0,100.0,1.0). Just an
example, but if any of the coordinates are larger than 50 or so the viewer
adjusts itself, even though i'm manually setting the camera. Any help would
be great!
-Rusty
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Re: [osg-users] Attaching Nodes (Characters Objects)

2008-12-06 Thread Ryan Morris
well about an hour after my last post I found the new exporter you
mentioned, so bad on me for not doing more research before posting. now I'm
just brushing up my blender skills. Every time I export an animation and
load it in osganimationViewer It's just a static model with no movement, I'm
working on figuring this out right now, however any help would also be
appreciated. Thanks again for everyone's help.

-Rusty
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Re: [osg-users] Attaching Nodes (Characters Objects)

2008-12-06 Thread Ryan Morris
Thanks to everyone's help, I have models that I exported loaded and animated
with models bound to various parts of their anatomy! Thanks for all the
advice and insight, I'm sure I'll be back with more questions at a later
date.

-Rusty
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Re: [osg-users] Attaching Nodes (Characters Objects)

2008-12-05 Thread Ryan Morris
Ok I would like to resend my last post. I have the dynamic cast working, but
only for the models provided by the osgAnimation project. The models I've
created in blender don't export the osgAnimation { } portions that are in
the Jancens.osg and others. It appears the model format has changed and the
blender exporter hasn't caught up (i could be wrong about this). At this
point I'm going through the AnimtkViewer code to try and hash this out. I
haven't got my code to play animations through the AnimationMap class yet.
Thanks for all the help!
-Rusty
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Re: [osg-users] Attaching Nodes (Characters Objects)

2008-12-04 Thread Ryan Morris
Well i have to admit i'm embarrassed here. I've been loading animated models
without bones to experiment with controlling the animation. In light of
this, i've only been using osgDB::readNodeFile(). Now that I need to load a
model with bones i need osgAnimation support (at least this is my
understanding). However, with the current svn build i have, the dynamic cast

osgAnimation::AnimationManager *am =
dynamic_castosgAnimation::AnimationManager*(osgDB::readNodeFile(file.osg));
doesn't work. am comes back as a null object. what am i doing wrong? this
is driving me crazy! Thanks again for everyone's help.

On Tue, Dec 2, 2008 at 3:00 PM, Ryan Morris [EMAIL PROTECTED] wrote:

 It's a skinned mesh with bones.

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Re: [osg-users] Attaching Nodes (Characters Objects)

2008-12-02 Thread Ryan Morris
It's a skinned mesh with bones.
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Re: [osg-users] Attaching Nodes (Characters Objects)

2008-12-01 Thread Ryan Morris
I see what you're saying, but sadly I don't have as good of grasp on how to
actually code it using OSG. Just to clarify I have an animated model that I
am loading with osg::Node(), I am not manually controlling the movement, I
have previously done that in Blender. Is there a way to get the transform of
a specific part of a node? Thanks for your help!
-Rusty
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Re: [osg-users] Attaching Nodes (Characters Objects)

2008-12-01 Thread Ryan Morris
I have an animated human model. I want to attach something to the hand or
head or foot, etc and have that object move with that part of the body.
Apologies I should have been more clear!
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[osg-users] Attaching Nodes (Characters Objects)

2008-11-30 Thread Ryan Morris
Good morning OSG,
I'm doing a little game programming and I am struggling with a way to attach
a node to a specific point on another node.
I know these could be manually prepositioned using a transform, but if the
main node (our character) is animated how would I handle this?
Hope someone can help! Thanks in advance!

-Rusty
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Re: [osg-users] Attaching Nodes (Characters Objects)

2008-11-30 Thread Ryan Morris
This is not a problem, i have solved the moving two objects at once issue.
The problem is if I want to attach a node to a specific point on a second
node (let's say a hand of an animated person), getting the hand and the
other node to move as one during a walking sequence, etc. Any further
clarification would be greatly appreciated!

On Sun, Nov 30, 2008 at 8:18 AM, Robert Osfield [EMAIL PROTECTED]wrote:

 Hi Rusty,

 If you wish objects to move around together then typically you'd place
 the objects all under the same transform.  Each local object might
 have its own transform as well, or if required manually positioned in
 the local coordinates.

 Robert.

 On Sun, Nov 30, 2008 at 4:09 PM, Ryan Morris [EMAIL PROTECTED]
 wrote:
  Good morning OSG,
  I'm doing a little game programming and I am struggling with a way to
 attach
  a node to a specific point on another node.
  I know these could be manually prepositioned using a transform, but if
 the
  main node (our character) is animated how would I handle this?
  Hope someone can help! Thanks in advance!
 
  -Rusty
 
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