Hi,
I'm trying to do the same thing. I've got two models (fbx). The first
one is containing an animation and a skeleton with (rigged) geometry.
The second file contains an animation and another skeleton.
Unfortunately, the merging approach doesn't seem to work. I can animate
the second one,
Hi
You can do this trick only with animations applied to identical models:
vertices, bones and transforms names\hierarchy etc. should be same in both
models, just animation is different.
You can't hotswap animation from different model.
Cheers.
18.06.2013, 11:08, Sebastian Messerschmidt
Hi Sergey,
The models are from a commercial package and are actually using the same
skeleton etc.
Only difference is that the first one is containing the mesh associated
with the skeleton and only an idle animation. The other model contains
only the skeleton along with an animation.
I've tried a different approach and still I'm failing.
An alternative set I use, is a mesh with a skeleton, not containing any
animations thus no BasicAnimationManager for the first model.
The second model is the same skeleton (without the geometries) and an
animation.
Can anyone help me with
Big Thanks,
it was the mergeModel-accept(famv); which i was missing.
Now this Problem is solved!
Thank you!
Cheers,
Michael
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void mergeAnimation(osg::Node* mainModel, osg::Node* mergeModel)
{
FindAnimationManagerVisitor famvMain;
mainModel-accept(famvMain);
osgAnimation::AnimationManagerBase* animationManagerMain =
famvMain.getAnimationManager();
if (animationManagerMain == 0)
Hi,
if i do that, the programm shows me that it is playing the correct animation
with every detail correct (Playtime, currently Playing, name etc) but i don't
see anything, the model still has its arms spread like a bird and does nothing.
Am i missing something?
Thank you!
Cheers,
Michael
Hi
idk, for me it worked out of the box :)
Cheers.
27.05.2013, 11:32, Michael Borst mich...@jborst.de:
Hi,
if i do that, the programm shows me that it is playing the correct animation
with every detail correct (Playtime, currently Playing, name etc) but i don't
see anything, the model
Do you have sample code,
maybe i am just missing one importent line or flag to be set
Thank you!
Cheers,
Michael
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osg-users mailing
Hi
if models are same besides animation, you can just grab osgAnimation::Animation
pointer from animation manager of one model and register it in animation
manager from another model
22.04.2013, 23:42, Michael Borst mich...@jborst.de:
Hi,
we bought severall Models in .fbx with Animations.
Hi,
we bought severall Models in .fbx with Animations.
Most of the Animations lie in seperated .Fbx files.
How can i add the Animations out of an .fbx file(with no Model included) to
another Model out of another .fbx file?
Thank you!
Cheers,
Michael
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