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
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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;
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
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
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
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Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=28239#28239
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