Re: [osg-users] questions on simple skeletal animation for crowd simulation

2012-11-29 Thread Bruno Fanini
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

Re: [osg-users] questions on simple skeletal animation for crowd simulation

2012-11-29 Thread Bruno Fanini
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 =

Re: [osg-users] questions on simple skeletal animation for crowd simulation

2012-11-23 Thread Sergey Polischuk
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

Re: [osg-users] questions on simple skeletal animation for crowd simulation

2012-11-21 Thread Bruno Fanini
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

Re: [osg-users] questions on simple skeletal animation for crowd simulation

2012-11-20 Thread Christian Buchner
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

Re: [osg-users] questions on simple skeletal animation for crowd simulation

2012-11-20 Thread Jan Ciger
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

[osg-users] questions on simple skeletal animation for crowd simulation

2012-11-17 Thread Bruno Fanini
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