[osg-users] [osgPlugins] osgAnimation Update
cedric.pinson at plopbyte.com
Fri Apr 29 10:45:01 PDT 2011
Sorry I am very busy...
First I think you should setup the invBindMatrixInSkeletonSpace to your
If it correctly set, I would need to check the code and test it with
your samples cases.
On Thu, 2011-04-28 at 19:41 +0200, Garrett Cope wrote:
> More investigation, still not much clearer. I'm hoping with a more concrete example someone can tell me what I'm missing...
> My main issue is how to change the coordinate system of a bone within the skeleton hierarchy. This could be done previously by just modifying the rotation of the bones bind matrix. Now that doesn't seem to work for me.
> A specific example using osganimationskinning::
> This example currently rotates about the local z-axis of each joint. Let's say that I now want to rotate the first joint about the vertical axis instead. This could be accomplished by changing the axis of the rotate transform for the bone as follows:
> pRight0Update->getStackedTransforms().push_back(new osgAnimation::StackedRotateAxisElement("rotate", osg::Vec3(0,1,0), 0));
> but how would I do this by changing coordinate system of the bone such that the existing rotation would now rotate about the vertical axis?
> I did this previously by adjusting the rotation of the bind matrix, but adding any rotation to the bind matrix in this case seems to just distort the mesh.
> I'm sure I'm missing something key...
> Thanks in advance for any thoughts
> Read this topic online here:
> osg-users mailing list
> osg-users at lists.openscenegraph.org
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+33 659 598 614 - cedric.pinson at plopbyte.com -
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