Re: [osg-users] Blender osgAnimation Issue
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Blender osgAnimation Issue
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Blender osgAnimation Issue
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Blender osgAnimation Issue
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Blender osgAnimation Issue
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Blender osgAnimation Issue
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New SVN Broke osgAnimation?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New SVN Broke osgAnimation?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New SVN Broke osgAnimation?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New SVN Broke osgAnimation?
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] New SVN Broke osgAnimation?
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] New SVN Broke osgAnimation?
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? ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Node Names After Picking
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; }; ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Node Names After Picking
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Node Names After Picking
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Intersection Node Comparison
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Intersection Node Comparison
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Intersection Node Comparison
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Texture Image Size
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Texture Image Size
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Texture Image Size
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Texture Image Size
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] osgTerrain Problem
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Texture Image Size
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] osgTerrain Problem
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Light Position Behavior
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! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Light Position Behavior
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! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Light Position Behavior
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Attaching Nodes (Characters Objects)
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Attaching Nodes (Characters Objects)
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Attaching Nodes (Characters Objects)
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Attaching Nodes (Characters Objects)
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. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Attaching Nodes (Characters Objects)
It's a skinned mesh with bones. ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Attaching Nodes (Characters Objects)
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Attaching Nodes (Characters Objects)
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! ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
[osg-users] Attaching Nodes (Characters Objects)
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org
Re: [osg-users] Attaching Nodes (Characters Objects)
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 ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org ___ osg-users mailing list osg-users@lists.openscenegraph.org http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org