Version 8 (modified by osg, 6 years ago)

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osgAnimation

osgAnimation is the a new effort to put generic animation is OpenSceneGraph. It is currently in 'beta' and in development phase but can do a various things yet. The way osgAnimation is made is to let the user the flexibility to change the behavior of predefined class.

The development branches are located

hg clone http://hg.plopbyte.net/osg-branch/

short description of class

  • Sampler is the 'low level' type (use to interpolate in a keyframe container with an functor that define how to interpolate)
  • Channel is the association of a Sampler and a Target (it's the result of the sampler poll)
  • Animation is a container of Channels . Often you will have position,rotation and scale, but you can have what you want like color, animation of a stateAttribute. You can add what you want.
  • Bone is a new transform type to manage skeleton animation
  • Skeleton is the root of a tree that contains Bone
  • Timeline is a way to organize and play animation (like a scheduler)
  • Callback begin, end are implemented through the timeline scheduler (see the example osganimationtimeline)
  • EaseMotion , ease motion are predefined curve ready to use (follow the link, you will understand)

Features supported

  • skeleton animation with rigged mesh [software implementation]
  • solid animation
  • it can link an animation channel of any type to another object, or state attribute. (e.g.: linking the x animation of an object to the alpha of a color.)
  • blender exporter http://hg.plopbyte.net/osgexport/
  • timeline scheduler
  • mixer with priority

What are we doing now

Short term feature to implement

  • hardware skinning
  • split component in keyframe, like splitting x, y, z on different channel... It's more a exporter function

Long term feature to implement

  • improve performance
  • inverse kinematics
  • max exporter, maya exporter, ...
  • compressed keyframe container

osgAnimation in action