My fix seams really hacky
I suppose the mess come from your the multiple scaling matrixtransforms of your
model
You should try to remove them
Paradox wrote:
> Hi,
>
> Yes, it works!
>
> Thank you!
>
> Cheers,
> Dario
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Hi,
Yes, it works!
Thank you!
Cheers,
Dario
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Hi,
Nice! I'll try as soon as possible!
Thank you!
Cheers,
Dario
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I found the bug in RigGeometry
Will make a patch again master git soon
Paradox wrote:
> Hi,
>
> As I said in first post, I have experience with scale problem...if a model is
> modeled with scale 10 (for example...) with bones in scale 10 and then
> rescaled at 1, this near/far problem is a
Hi,
As I said in first post, I have experience with scale problem...if a model is
modeled with scale 10 (for example...) with bones in scale 10 and then rescaled
at 1, this near/far problem is a lot visible! This happens with all sw I have
tried like 3ds, blender, c4d. If I build the model in
After debugging
I was completely wrong adding a Group as nothing to do with your problem
It's a scaling problem...
1st test)
osgconv fbx test1.osg (problem persist in osg file)
2nd test)
osgviewer->setscenedata(fbx)
fbx->setUpdateCallback(WriteNode2FileAfterfewframeCallback(*fbx,"test2.osg"));
On 23 June 2016 at 19:50, Dario Minieri wrote:
> Hi,
>
> May be Robert can clarify this behaviour... :D
I didn't wirte osgAnimation and haven't used more than to just compile
the examples and merge fixes. So I'm afraid I can't comment on the
specifics of osgAnimation.
The
Hi,
May be Robert can clarify this behaviour... :D
Thank you!
Cheers,
Dario
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Hi,
I'll try that but this is a problem for me, because my engine expect a
matrixtransform as root...I can ingest that but I'll substitute a problem with
another hehehe :D
Thanks again!
Thank you!
Cheers,
Dario
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I added a root group and all work great..strange
I don't know where come the problem
Seams osgviewers don't like MatrixTransform as root node..
Paradox wrote:
> Hi,
>
> Thanks for your interest. This is the FBX.
>
> Thank you!
>
> Cheers,
> Dario
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If you want I can take a look but you'll have to post your fbx
Paradox wrote:
> This problem happens using fbx exported from c4d and 3ds max alsoso the
> problem is inside fbx plugin or fbx format/version..I using fbx 2014.2 and
> osg 3.2.3hummm...very annoying problem
>
>
>
This problem happens using fbx exported from c4d and 3ds max alsoso the
problem is inside fbx plugin or fbx format/version..I using fbx 2014.2 and ls
3.2.3hummm...very annoying problem
mp3butcher wrote:
> Just my opinion but you shouldn't try to display FBX directly in osg: i don't
Just my opinion but you shouldn't try to display FBX directly in osg: i don't
believe the osg FBX reader deals greatly with animated model
A guess could be that there's a bone translation not correctly interpreted
either by your FBX blender exporter or either by the osg FBX reader.
In all cases
Yes I know, it's difficult. Yes I'm using osganimation but it's wrapped inside
a larger engine. I thought that this is a known problem but it's not so
evidently.
Grossly, if I open one model with bones inside native osganimationviewer I see
the same issue: if I move the camera view close to
Hi Paradox
As you havent' give us much details (for ex: in my last post I assumed you use
osganimation) your problem is hard to diagnose
Can you give use the minimum code that cause your issue?
Paradox wrote:
> Yes, same issue... :(
>
>
> Trajce Nikolov NICK wrote:
> > Hi Dario,
> >
> >
Yes, same issue... :(
Trajce Nikolov NICK wrote:
> Hi Dario,
>
>
> did you try node->setCullingActive(false)
>
>
> On Wed, Jun 22, 2016 at 12:20 PM, Dario Minieri < ()> wrote:
>
> > Hi,
> >
> > Thanks mp3butcher but unfortunately I've already tried to disable the
> > compute and the
Hi Dario,
did you try node->setCullingActive(false)
On Wed, Jun 22, 2016 at 12:20 PM, Dario Minieri wrote:
> Hi,
>
> Thanks mp3butcher but unfortunately I've already tried to disable the
> compute and the problem doesn't goes away. I don't really sure about the
> problem
Hi,
Thanks mp3butcher but unfortunately I've already tried to disable the compute
and the problem doesn't goes away. I don't really sure about the problem
concerning near/far strictlysome other ideas?
Thank you!
Cheers,
Dario
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Hi Paradox
I'm not as experienced with osganimation as i would like but
you perhaps experience problem with hardware animation:
if hardware animation is enable osg (that is cpu side) has no way to compute
bounding volume of your model so it can't compute actual near/far planes...
What you can do
Hi,
I'm experiencing the follow problem: I have some models with bones. When those
models reach frustum edge (or corner), they disappear (like near cutoff). I
know the scale of bones is really important, if there is an incongruence
between the model scale and bones this problem is very
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