[osg-users] animation synchronisation

Jeremy Moles jeremy at emperorlinux.com
Mon Mar 3 07:28:44 PST 2008


There's this:

http://animtk.plopbyte.net/

...which I think more OSG people should take a look at; all of these
examples use OSG, and it seems like it could be a decent enough NodeKit
(though I'm no expert in the subject matter). It still needs some
cleanup in the project directory, needs to be made to use CMake,
etc.--but perhaps I could take an hour or so myself and do this.

At any rate, once I get to the animation needs for own hobby projects,
this is what I'll be using. In fact, it seems to have really grown since
we had that character animation discussion a few months back before 2.2
was released...

On Sun, 2008-03-02 at 21:51 +0100, dkfm4 at gmx.net wrote:
> Hello!
> 
> How can/should I synchronize the application flow-control to the end of
> an animation (realized as osg::AnimationPath) ?
> 
> Assume: we have a projectile that should be animated.
> 1. we calculate the trajectory and setup the animation-path with some trajectory data.
> 2. then the animation-path will be applied to the projectile-node (the
> exact way to do this, is still vague to me; the only information source
> I found untill now, is the osganimation example, which handles only a
> single animation type, with endless animation)
> 
> 3. == now: how can I sync the rest of the application with the end of the
> projectile-animation ? ==
> e.g. expand scene graph with new data, start other animation(s), etc...
> 
> The way with polling the timer seems somehow crude to me... There should
> be a better way ?! (better documentation !)
> 
> Thanks,
> Alexej
> 
> 
> 
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