Hi Alessandro, playback should work at normal speed without any special
configuration. If you're still having issues please send me a sample file
and I'll have a look. Thanks
On 2 July 2010 17:24, Alessandro Terenzi wrote:
> I'm having a problem about a simple model whose animation is played
> d
Hi Michael,
Hi Alessandro, playback should work at normal speed without any special
configuration. If you're still having issues please send me a sample
file and I'll have a look. Thanks
Perhaps you didn't see it, but he did :-)
See file balls_01.zip attached to the first post.
J-S
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__
Oops missed that. Thanks, I'll be able to have a look in the next day or 2
On 5 July 2010 14:00, Jean-Sébastien Guay
wrote:
> Hi Michael,
>
>
> Hi Alessandro, playback should work at normal speed without any special
>> configuration. If you're still having issues please send me a sample
>> file
Hi Alessandro, I can't reproduce the problem so I don't know why you're
seeing that, sorry.
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Ok, thanks Michael, I will double check that I'm really using the latest
source code for both the FBX plugin and osgAnimation.
Regards.
Alessandro
On Wed, Jul 7, 2010 at 6:54 PM, Michael Platings wrote:
> Hi Alessandro, I can't reproduce the problem so I don't know why you're
> seeing that, sorr
I've downloaded the latest source code of the FBX plugin and osgAnimation
from svn but, I'm still experiencing different playback speed with respect
to QuickTime moreover I have also problems with the animations themselves.
As I said I'm using the latest code for FBX plugin and osgAnimation, on th
lugin: animation speed not as
expected...
I've downloaded the latest source code of the FBX plugin and osgAnimation from
svn but, I'm still experiencing different playback speed with respect to
QuickTime moreover I have also problems with the animations themselves.
As I said I'm u
Hi everybody,
I'm still testing the FBX plugin but I'm still experiencing problems with
animations. The humanoid.fbx test model that comes with the FBX SDK 2011.3
is displayed incorrectly by osgviewer and by osganimationviewer too (OSG
2.9.10).
In order to try to understand where the problem is, I
Hi,
no one else is experiencing the same problems with osgAnimation and the FBX
plugin? I mean the 'initial-pose' issue (described in this thread) and the
timing issue described in another post of mine.
Cheers,
Alessandro
--
Read this topic online here:
http://forum.openscenegra
Hi Alessandro,
I posted a fix a while back that may solve the issue you're referring to. If
it works for you then maybe with more prodding Cedric might accept it ;)
Here it is again, attached
On 17 January 2011 15:43, Alessandro Terenzi wrote:
> Hi,
> no one else is experiencing the same problem
Thank you very much Michael,
your fix solved the timing issue.
Any idea/suggestion about the wrong initial-pose problem? (it happen with
the humanoid.fbx model available with the FBX SDK).
Regards.
Alessandro
On Tue, Jan 18, 2011 at 11:12 AM, Michael Platings wrote:
> Hi Alessandro,
> I posted
Great, I've bumped my submission so hopefully it'll be in osg trunk soon.
Re: poses, they have been a complete nightmare to get working so far, and
yet there are still a few cases that don't work. If you can find what's
going on with humanoid.fbx then you'll be my hero! I may be able to help
more i
Hi Michael,
I'll do my best to help in finding the problem and if you agree I will send
you a simplified version of the humanoid model with just 2 or 3 joints.
Cheers.
Alessandro
On Tue, Jan 18, 2011 at 7:08 PM, Michael Platings wrote:
> Great, I've bumped my submission so hopefully it'll be in
I'm sending a simplified version of humanoid.fbx. I could remove animations
for all the bones but I kept just two: LeftArmRoll and LeftForeArm (I'm
sending the file just to Michael because it is quite huge).
I could just delete animation keys but not the bones themselves because
without them the m
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