In max you can add "User Properties". Right-click on your object, go to
properties, and click on "user defined" tab. These are accessible through
maxscript or the SDK during the export process.
Cheers
E.
---
Eric Maslowski
Research Computer Specialist
University of Michigan
n your art
package (if you're using one).
Cheers
E.
---
Eric Maslowski
Research Computer Specialist
University of Michigan 3D Lab
Autodesk 3D Studio Max Certified Trainer
email: [EMAIL PROTECTED]
office: 734-615-9699
mobile: 734-730-9904
-Original Message-
From: [EMAIL PROTECTED]
lusion
HI Eric,
On 12/12/06, Eric Maslowski <[EMAIL PROTECTED]> wrote:
> This really isn't noticeable unless you have very fast objects, or very
low
> frame rates (sub-20fps). As long as you intelligently choose your
occluders
> and conduct some simple tests to identify the
This really isn't noticeable unless you have very fast objects, or very low
frame rates (sub-20fps). As long as you intelligently choose your occluders
and conduct some simple tests to identify the above, there shouldn't be any
problems.
E.
-Original Message-
From: [EMAIL PROTECTED]
[mai
Another common use of the Occlusion Query extensions is to delay the results
one frame. This follows the same parallelization used for cpu-limited apps,
where you grab the results from the last frame and use them on the current.
This method works quite well on its own and hardly noticeable to the
e
ubject: Re: [osg-users] AnimationPath - Ease In/Out
Hi Eric,
I was thinking about this too. It looks like you can create a class that
inherits from AnimationPath and override
getInterpolatedControlPoint()
-- Rick
On 11/16/06, Eric Maslowski <[EMAIL PROTECTED]> wrote:
Hello a
Hello all,
What is the recommended way for creating an ease in/out effect for
AnimationPaths? I was hoping to just tweak the timeMultiplier to adjust the
speed along the path. Seeing as how the timeMultiplier is applied to the
entire time equation (instead of to a discreet offset amount), this wo
Hi Michael,
When I get these sort of errors, the first thing I is check my "lib" paths
to make sure they are setup correctly. I would then make sure I have
included the necessary ".lib" files using either a #pragma statement or
through the project settings (linker->input->additional dependencies)
I should clarify that we still use OSG for our scenegraph, VRJuggler just
handles the hardware and synchronization.
E.
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of Eric Maslowski
> Sent: Monday, October 09, 2006 15:19
>
thout
recompiling. If you'd like more info on what exactly we did, just let me
know.
Cheers
E.
---
Eric Maslowski
Research Computer Specialist
University of Michigan 3D Lab
Autodesk 3D Studio Max Certified Trainer
email: [EMAIL PROTECTED]
office: 734-615-9699
> -Original Messag
insists on stereo in a web browser,
one other option is to do anaglyph. (red/cyan rendering) Hopefully others
can chime in and give more suggestions.
Good luck
E.
---
Eric Maslowski
Research Computer Specialist
University of Michigan 3D Lab
Autodesk 3D Studio Max Certified Trainer
email: [EMAIL
coordinate systems) Speaking
of, is there a global coordinate system matrix/call I can set for OSG that
would convert it from one coordinate system to the next? Previously, I just
inserted a master MatrixTransform that rotated the scene into the desired
coordinate system.
Thanks again
E.
---
Eric
ry several times.
>
> Marc
>
> - Original Message -
> From: "Eric Maslowski" <[EMAIL PROTECTED]>
> To: "'osg users'"
> Sent: Friday, September 22, 2006 4:48 PM
> Subject: RE: [osg-users] simple question regarding transforms
>
&
ield
> Sent: Friday, September 22, 2006 11:31
> To: osg users
> Subject: Re: [osg-users] simple question regarding transforms
>
> Hi Ericm
>
>
> On 9/22/06, Eric Maslowski <[EMAIL PROTECTED]> wrote:
>
> Thanks guys and thanks for the example, Don. With some
MAIL PROTECTED] On Behalf Of Donald Tidrow
> Sent: Friday, September 22, 2006 11:04
> To: osg users
> Subject: RE: [osg-users] simple question regarding transforms
>
> On Fri, 2006-09-22 at 10:48 -0400, Eric Maslowski wrote:
> > Hi Robert,
> > Right, that's what I
up
> the classes to fit the functionality they deliver.
>
> Robert.
>
>
> On 9/22/06, Eric Maslowski <[EMAIL PROTECTED]> wrote:
>
> Thanks again, Robert.
>
> One more quick question regarding the use/purpose of
> MaxtrixTransforms. Is
> there
, but not anywhere else. Are
there other intentions or advanced uses for the MaxtrixTransform class which
better demonstrate/explain the separation?
Thanks again for your advice. If I have something worth sharing regarding
the physics integration, I'll post it.
Cheers
E.
---
Eric Maslowsk
sults of getParent()
perhaps?) I would like to avoid creating duplicate MatrixTransforms,
especially for scenes that may be comprised of many rigid bodies.
Thanks again
E.
---
Eric Maslowski
Research Computer Specialist
University of Michigan 3D Lab
Autodesk 3D Studio Max Certified Trainer
Hello all,
In line with recent discussions regarding documentation and such, what is
the recommended way to grab a arbitrary node from the scenegraph and move it
manually? I'm working on integrating a physics engine with OSG and I would
like to simply "bind" an osg node to the physics-based obje
specifics.
E.
---
Eric Maslowski
Research Computer Specialist
University of Michigan 3D Lab
Autodesk 3D Studio Max Certified Trainer
email: [EMAIL PROTECTED]
office: 734-615-9699
> -Original Message-
> From: [EMAIL PROTECTED] [mailto:osg-users-
> [EMAIL PROTECTED] On Behalf Of
and the more likely they will take OSG with them into the marketplace. OSG
just has to be SO easy to use/learn, people don't have any reason to use
anything else. ;)
So, for me, documentation is one of the things that I think would greatly
benefit/expand the OSG community.
My $0.02
E.
---
();
m_update_visitor->setFrameStamp(m_frame_stamp.get());
We do this for all of our visitors to make sure it's operating on the same
time.
Good luck.
E.
---
Eric Maslowski
Research Computer Specialist
University of Michigan 3D Lab
Autodesk 3D Studio Max Certified Trainer
email
materials in
Max, and then export again. With all that being said, you may want to look
into other formats for bringing data into OSG since the 3DS file format is
fairly outdated.
Good luck
E.
---
Eric Maslowski
Research Computer Specialist
University of Michigan 3D Lab
Autodesk 3D Studio Max
Hello all,
Real quick question regarding AnimationPaths. Can someone
tell me what the following error from OSG refers to?
*** pivot = 0 in mat_inv. ***
Thanks
E.
---
Eric Maslowski
Research Computer Specialist
University of Michigan
3D Lab
Autodesk 3D Studio Max
x for
ControlPoints within the OSG file, but I can just check the source to figure
it out. Thanks for the quick response.
Cheers
E.
---
Eric Maslowski
Research Computer Specialist
University of Michigan 3D Lab
Autodesk 3D Studio Max Certified Trainer
email: [EMAIL PROTECTED]
office: 734-615
Hello,
Where can I find documentation on
the OSG file format? I checked the usual spots, but I can’t seem to find
any documentation on this.
Thanks,
Eric
---
Eric Maslowski
Research Computer Specialist
University of Michigan
3D Lab
Autodesk 3D Studio Max Certified
Trainer
imationPathCallback not Updating
>
> Hi Eric,
>
> Are you using osgProducer::Viewer or your own custom viewer code? If
> the later then the most likely thing missing is a FrameStamp updated
> for each frame. See osgsimple for an example of setting this up.
>
> Robert.
&g
Hello all,
I’m having some trouble getting my
AnimationPathCallback to actually play. I can successfully create a path, query
different time steps, etc., but when added to an AnimationPathCallback nothing
happens. (I have been using “osganimate.cpp” as reference.) Here’s
the basic code
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