Re: [osg-users] Near/Far problem using models with bones.

2016-06-26 Thread Julien Valentin
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 -- Read this topic online here:

Re: [osg-users] Near/Far problem using models with bones.

2016-06-24 Thread Dario Minieri
Hi, Yes, it works! Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67780#67780 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Near/Far problem using models with bones.

2016-06-24 Thread Dario Minieri
Hi, Nice! I'll try as soon as possible! Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=6#6 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Near/Far problem using models with bones.

2016-06-24 Thread Julien Valentin
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

Re: [osg-users] Near/Far problem using models with bones.

2016-06-24 Thread Dario Minieri
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

Re: [osg-users] Near/Far problem using models with bones.

2016-06-23 Thread Julien Valentin
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"));

Re: [osg-users] Near/Far problem using models with bones.

2016-06-23 Thread Robert Osfield
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

Re: [osg-users] Near/Far problem using models with bones.

2016-06-23 Thread Dario Minieri
Hi, May be Robert can clarify this behaviour... :D Thank you! Cheers, Dario -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=67764#67764 ___ osg-users mailing list osg-users@lists.openscenegraph.org

Re: [osg-users] Near/Far problem using models with bones.

2016-06-23 Thread Dario Minieri
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 -- Read this topic online here:

Re: [osg-users] Near/Far problem using models with bones.

2016-06-23 Thread Julien Valentin
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 -- Read this topic online

Re: [osg-users] Near/Far problem using models with bones.

2016-06-22 Thread Julien Valentin
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 > > >

Re: [osg-users] Near/Far problem using models with bones.

2016-06-22 Thread Dario Minieri
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

Re: [osg-users] Near/Far problem using models with bones.

2016-06-22 Thread Julien Valentin
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

Re: [osg-users] Near/Far problem using models with bones.

2016-06-22 Thread Dario Minieri
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

Re: [osg-users] Near/Far problem using models with bones.

2016-06-22 Thread Julien Valentin
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, > > > >

Re: [osg-users] Near/Far problem using models with bones.

2016-06-22 Thread Dario Minieri
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

Re: [osg-users] Near/Far problem using models with bones.

2016-06-22 Thread Trajce Nikolov NICK
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

Re: [osg-users] Near/Far problem using models with bones.

2016-06-22 Thread Dario Minieri
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 -- Read this topic online here:

Re: [osg-users] Near/Far problem using models with bones.

2016-06-20 Thread Julien Valentin
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

[osg-users] Near/Far problem using models with bones.

2016-06-20 Thread Dario Minieri
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