With the same finder in animtkviewer:
struct AnimationManagerFinder : public osg::NodeVisitor {
osg::ref_ptrosgAnimation::BasicAnimationManager AniMan;
AnimationManagerFinder() :
osg::NodeVisitor(osg::NodeVisitor::TRAVERSE_ALL_CHILDREN) {}
void apply(osg::Node node) {
if
Hello,
I'm testing some solutions and I have an exported animated model (it
contains just one animation) that is correctly animated through the
animationviewer player.
In my code I just want to play (in loop) that single animation forever, but
nothing happens with these lines:
_myModel =
Hi You can use any .fbx model with skinned character, as osg can read those just fine. I think you should be able to find some of those in the web. Cheers. 22.11.2012, 03:41, "Bruno Fanini" phoeni...@gmail.com:Hello Jan and Christian,Thanks for your hintsThe simulation has to run on medium-sized
Hello Jan and Christian,
Thanks for your hints
The simulation has to run on medium-sized crowds (order of 1000-2000
agents) since we are planning to run on just a portion of a city, so
actually theres no need for huge-sized crowds. At least not at the present
times.
The architecture I'm
Are you sure your agents need to be full 3D models?
I've done something using perspective billboards, in the osgrvo2 sample in
the osgRecipes repository maintained by Wang Rui. The billboards were
rendered in Poser using a python script that rendered it out from many
viewing angles.
The GPU can
Hello,
Back in the day I have done about 2000 walking skeletons for a demo using
the osgCal plugin - i.e. no instancing, separate node each of them,
software skinning (ok, skeletons don't have much skin :-p) they just shared
some data. That was running at ~20fps on a GeForce4 back then. So it is
Hello osgUsers,
Within a osg-based crowd simulator I'm currently developing, I was trying
to investigate a simple skeletal animation for a given set of agents.
I'm digging the animtkviewer.cpp example (osganimationviewer) and it looks
like a good solution for this case.
In this context, I would
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