Hi Jean-Sébastien,
a prototype I implemented seems working.
Thanks again for the hints
Gianni
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Hi Gianni,
a prototype I implemented seems working.
Thanks again for the hints
Great to know you got this working!
J-S
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Jean-Sebastien Guayjean-sebastien.g...@cm-labs.com
http://www.cm-labs.com/
Thank you Jean-Sébastien for the detailed explanation.
I need to move objects related to cars and their positions/rotations are
already calculated by a solver. So I think I will try the callback approach.
Thanks again,
Gianni
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One more question.
The solver I have generates positions and rotations for the object to move at
runtime. So I can not set all positions and rotations when the animation
starts. In case of using the osgAnimation library, how could I append new
positions and rotations at runtime?
Regards
Gianni
Hi gianni,
The solver I have generates positions and rotations for the object to move at
runtime. So I can not set all positions and rotations when the animation
starts. In case of using the osgAnimation library, how could I append new
positions and rotations at runtime?
Err, I wonder, if
Hi Jean-Sébastien,
I would like to handle two slightly different scenarios.
1) Rotation orientation values are loaded from file (already generated by the
solver). Those values are just like the channels of an animation, + one of them
is the time channel (with fixed step).
2) The solver
Hello Gianni,
Maybe what you suggested is correct but it seems the callback method allows me
to update the transform when the three is traversed by the update visitor.
Moreover I need a way to show the animation in realtime so I need a way to
synchronize the transform update to the time
Hi Gianni,
As far as I can see the euler animation is not working at all: no
rotation. The euler animation is not 'routed', so to say. There are no
'pre-defined' words or so, the words have to match for correct routing
(like the 'position').
regards
Raymond
On 7/7/2010 6:31 PM, Gianni
Hi,
The channel are linked to target with name. To check the name that works
you can read the files:
src/osgAnimation/StackedRotateAxisElement.cpp
src/osgAnimation/StackedTranslateElement.cpp
src/osgAnimation/StackedScaleElement.cpp
src/osgAnimation/StackedQuaternionElement.cpp
Thanks Cedric,
honestly I'm using OSG 2.8.2 and I can see osgAnimation library has changed a
lot. I'm a newby in OSG but I'm just curious: is osgAnimation library quite new
and growing fast?
Anyway, I really didn't get the pro and cons of using osgAnimation library wrt
the callback method
Hi Gianni,
is osgAnimation library quite new and growing fast?
Yes.
Anyway, I really didn't get the pro and cons of using osgAnimation library wrt
the callback method explained for instance in osganimationnode example. Is the
callback method more general? Does osgAnimate basically use
Hi All,
I tried to look at the osganimationsolid example but I'm not sure to understand
it correctly. Is seems to me that the way a channel is conected to an animation
is string diven.
Example (from osganimationsolid):
osgAnimation::Vec3LinearChannel* channelAnimation2 = new
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