Re: [osg-users] bvh plugin

2010-05-31 Thread Aitor Ardanza
Hi, I can get the bones as nodes, but I need to know the position and rotation matrices of these. Code: osg::Node* boneNode = checkName(skelroot.get()-asGroup(),animList[0]-getChannels()[i]-getTargetName()); Any help?! Thank you! Cheers, Aitor -- Read this topic online

Re: [osg-users] bvh plugin

2010-05-28 Thread Aitor Ardanza
Hi, I have seen in osgChina these lines of code ... Code: osg::ref_ptrosg::Node node = osgDB::readNodeFile(walk.bvh); skelroot-setDefaultUpdateCallback(); skelroot-addChild(node.get()); osg::ref_ptrosgAnimation::Animation anim = new osgAnimation::Animation;

Re: [osg-users] bvh plugin

2010-05-28 Thread Cedric Pinson
Hi, The regular way to get something in the tree is to write a NodeVisitor that will traverse the tree to find what you want. Have a look at osganimationhardware, It loads a file and setup it for hardware skinning. Cheers, Cedric -- Provide OpenGL, WebGL and OpenSceneGraph services +33 659

Re: [osg-users] bvh plugin

2010-05-28 Thread Aitor Ardanza
Hi, I managed to access the animations like this: Code: osg::osgAnimation::BasicAnimationManager* manager = dynamic_cast-osgAnimation::BasicAnimationManager*-(node-getUpdateCallback()); const osgAnimation::AnimationList animList = manager-getAnimationList(); I do not know how to get the

[osg-users] bvh plugin

2010-05-26 Thread Aitor Ardanza
Hi, I read the bvh file correctly: Code: osg::Node* rootnode = osgDB::readNodeFile() How can I access to Animation Manager and Skeleton?? Thank you! Cheers, Aitor -- Read this topic online here: http://forum.openscenegraph.org/viewtopic.php?p=28239#28239