ran into two issues.
At first you get a bunch of warnings that osg::ComputeBoundCallback
and osg::UpdateCallback were unsupported wrapper classes when
converting fbx models with skeletal animation to osg(t/b).
The second issue was that when reading, the readers fail to read the
ComputeBoundCallback and UpdateCallback and set them to NULL which
messes up the RigGeometry.
Because a RigGeometry makes his own classes in the constructor it
might be preferable to not write them at all, because now those
classes are being made two times when reading a RigGeometry. But after
thinking about this that would place too much limits on them (you
won't be able to share or name them and save that information or make
a new inherited class from them and write that one) So I ended up
thinking the best way was to just write the files.
"
New methods osg::Geometry::containsDeprecatedData() and osg::Geometry::fixDeprecatedData() provide a means for converting geometries that still use the array indices and BIND_PER_PRIMITIVE across to complient
versions.
Cleaned up the rest of the OSG where use of array indices and BIND_PER_PRIMITIVE were accessed or used.
Bone now inherit from MatrixTransform. It simplify a lot the update of
Bone matrix. It helps to have the bone system more generic. eg it's now
possible to have animation data with precomputed bind matrix. The other
benefit, is now the collada plugin will be able to use osgAnimation to
display skinned mesh. Michael Plating did a great work to improve this
aspect, he is working on the collada plugin and should be able to submit
a new version soon.
The RigGeometry has been refactored so now it works when you save and
reload RigGeometry because the source is not touched anymore. The
benefit with this update is that it should be now possible to use a
MorphGeometry as source for a RigGeometry.
The bad news is that the format has changed, so i have rebuild osg-data
related to osgAnimation data, updated the blender exporter to export to
the new format.
The fbx plugin could be touched about this commit, i dont compile it so
i can't give more information about it.
The bvh plugin has been updated by Wang rui so this one is fixed with
the new code of osgAnimation.
The examples has been updated to work with the new code too...
The example osg-data/example.osg should be remove, it's an old example
that does not work.
For people using blender the blender exporter up to date is here:
http://hg.plopbyte.net/osgexport2/
it will be merge to http://hg.plopbyte.net/osgexport/ as soon as the
modification will be push in the trunk.
"
Add check in RigTransformSoftware if bones are null
Indent TimelineAnimationManager
Add check for NaN in UpdateCallback.cpp
Fix TimelineAnimationManager clear target (a refactore of Timeline is require for futur)
Fix Computation of bounding box for RigGeometry
* Refactore of RigGeometry to support hardware skinning
* Refactore of Timeline to split Action in differents files
* Add example how to use hardware skinning
examples/osganimationviewer/AnimtkViewer.cpp:
- add option to display bone (--drawbone)
- dont crash if the file does not contains a AnimationManagerBase, display the content only
examples/osganimationviewer/AnimtkViewerGUI.cpp:
- adjust the path of image for the gui
include/osgAnimation/Interpolator:
- add warn message instead of old assert
include/osgAnimation/Bone:
src/osgAnimation/Skeleton.cpp:
- change a method name to fit better with what it does. setMatrixInSkeletonSpace instead of setBoneInSkeletonSpace
include/osgAnimation/Skinning:
src/osgAnimation/RigGeometry.cpp:
- add patch from Fabien Lavignotte to compute normal correctly
include/osgAnimation/Sampler:
- adjust behviour without assert, return 0 instead of crashing
"