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[osganimation branch] Review, test, critics


 
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mp3butcher (Julien Valentin)
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Joined: 17 Feb 2010
Posts: 315

PostPosted: Thu Aug 31, 2017 2:08 pm    Post subject:
[osganimation branch] Review, test, critics
Reply with quote

Hi,
A new development branch on refactoring of osgAnimation has been open.
https://github.com/openscenegraph/OpenSceneGraph/tree/osganimation
.
Main features
-Rewriting of animation datapreparation and RigTransforms (have observed few perf enhancement for both loading and software animation)
-Delegates animation data preparation to RigTransform instead of RigGeometry (and so remove the utility of Influence Set)
-add a MorphTargetHardware implementation
-add a bunch of utility functions to deal with VertexInfluenceMap
-various cleanup and bug fixes

I invite you all to test, review and critic new design and features.
I would like to know if some of you experience problem with their model...(I'm not perfect:/ so perhaps I miss something)
Feel free to give your feedback here

Things to know:
-using RigTransformHW, the skinning.vert from OpenSceneGraphData.git must be modified changing
Code:
uniform int nbBonesPerVertex;

to
Code:
uniform uint nbBonesPerVertex;

Perhaps it breaks backward compatibility, please tell me

PS:Further, from a personal point of view I would push refactoring toward backward miscompatibilities with few renaming so tell here if anyone manipulate VertexInfluence in their work.



Thank you!

Cheers,
Julien


Last edited by mp3butcher (Julien Valentin) on Tue Sep 05, 2017 6:55 pm; edited 6 times in total
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mp3butcher (Julien Valentin)
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Joined: 17 Feb 2010
Posts: 315

PostPosted: Sat Sep 02, 2017 6:36 pm    Post subject:
Re: [osganimation branch] Review, test, critics
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mp3butcher wrote:
Hi,
A new development branch on refactoring of osgAnimation has been open.
https://github.com/openscenegraph/OpenSceneGraph/tree/osganimation
It provides also some new features and bug fixes.
I invite you all to test, review and critic new design and features.
Feel free to give your feedback here

Things to know:
-using RigTransformHW, the skinning.vert in $OSG_FILE_PATH must bemodified changing
Code:
uniform int nbBonesPerVertex;

to
Code:
uniform uint nbBonesPerVertex;

Perhaps it breaks backward compatibility, please tell me

PS:Further, from a personal point of view I would push refactoring toward backward miscompatibilities with few renaming so tell here if anyone manipulate VertexInfluence in their work.



Thank you!

Cheers,
Julien
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kornerr
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Joined: 01 Oct 2013
Posts: 232

PostPosted: Sat Sep 02, 2017 6:57 pm    Post subject:
[osganimation branch] Review, test, critics
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Hi. It would be nice to know WHAT changed and WHY.
Otherwise the news is kinda funny. Something has been changed and
everyone is welcome to test it. Sounds like a github project just went
live! But so did thousands of others.


On 3 September 2017 at 01:36, Julien Valentin
<> wrote:
Quote:

mp3butcher wrote:
Quote:
Hi,
A new development branch on refactoring of osgAnimation has been open.
https://github.com/openscenegraph/OpenSceneGraph/tree/osganimation
It provides also some new features and bug fixes.
I invite you all to test, review and critic new design and features.
Feel free to give your feedback here

Things to know:
-using RigTransformHW, the skinning.vert in $OSG_FILE_PATH must bemodified changing

Code:
uniform int nbBonesPerVertex;


to

Code:
uniform uint nbBonesPerVertex;


Perhaps it breaks backward compatibility, please tell me

PS:Further, from a personal point of view I would push refactoring toward backward miscompatibilities with few renaming so tell here if anyone manipulate VertexInfluence in their work.



Thank you!

Cheers,
Julien


------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=71611#71611








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mp3butcher (Julien Valentin)
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Joined: 17 Feb 2010
Posts: 315

PostPosted: Tue Sep 05, 2017 6:57 pm    Post subject:
Re: [osganimation branch] Review, test, critics
Reply with quote

Up for the ML:
Hi,
A new development branch on refactoring of osgAnimation has been open.
https://github.com/openscenegraph/OpenSceneGraph/tree/osganimation
.
Main features
-Rewriting of animation datapreparation and RigTransforms (have observed few perf enhancement for both loading and software animation)
-Delegates animation data preparation to RigTransform instead of RigGeometry (and so remove the utility of Influence Set)
-add a MorphTargetHardware implementation
-add a bunch of utility functions to deal with VertexInfluenceMap
-various cleanup and bug fixes

I invite you all to test, review and critic new design and features.
I would like to know if some of you experience problem with their model...(I'm not perfect:/ so perhaps I miss something)
Feel free to give your feedback here

Things to know:
-using RigTransformHW, the skinning.vert from OpenSceneGraphData.git must be modified changing
Code:
uniform int nbBonesPerVertex;

to
Code:
uniform uint nbBonesPerVertex;

Perhaps it breaks backward compatibility, please tell me

PS:Further, from a personal point of view I would push refactoring toward backward miscompatibilities with few renaming so tell here if anyone manipulate VertexInfluence in their work.



Thank you!

Cheers,
Julien
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reedev
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Joined: 25 Feb 2009
Posts: 85

PostPosted: Tue Sep 05, 2017 8:17 pm    Post subject:
[osganimation branch] Review, test, critics
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Hi Julien,

This sounds promising and I will try it out. For my/our understanding: should we be able to use our models from for instance fbx files as-is?

Is there a relation, or will there be, with your MDI work?

Cheers,
Raymond


Verstuurd vanaf mijn iPad

Quote:
Op 5 sep. 2017 om 20:57 heeft Julien Valentin <> het volgende geschreven:

Up for the ML:
Hi,
A new development branch on refactoring of osgAnimation has been open.
https://github.com/openscenegraph/OpenSceneGraph/tree/osganimation
.
Main features
-Rewriting of animation datapreparation and RigTransforms (have observed few perf enhancement for both loading and software animation)
-Delegates animation data preparation to RigTransform instead of RigGeometry (and so remove the utility of Influence Set)
-add a MorphTargetHardware implementation
-add a bunch of utility functions to deal with VertexInfluenceMap
-various cleanup and bug fixes

I invite you all to test, review and critic new design and features.
I would like to know if some of you experience problem with their model...(I'm not perfect:/ so perhaps I miss something)
Feel free to give your feedback here

Things to know:
-using RigTransformHW, the skinning.vert from OpenSceneGraphData.git must be modified changing

Code:
uniform int nbBonesPerVertex;


to

Code:
uniform uint nbBonesPerVertex;


Perhaps it breaks backward compatibility, please tell me

PS:Further, from a personal point of view I would push refactoring toward backward miscompatibilities with few renaming so tell here if anyone manipulate VertexInfluence in their work.



Thank you!

Cheers,
Julien

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=71631#71631









------------------
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mp3butcher (Julien Valentin)
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Joined: 17 Feb 2010
Posts: 315

PostPosted: Wed Sep 06, 2017 11:24 am    Post subject:
Re: [osganimation branch] Review, test, critics
Reply with quote

Hi Raymond
It's not a revolution:)
There's no real changes in the API so all is expect to run as usual.
so fbx models should work...
And no it's not directly related to MDI: I decided to rewrite it because of a bug I encountered during the dev of a rigeometry simplification tool..

Cheers
reedev wrote:
Hi Julien,

This sounds promising and I will try it out. For my/our understanding: should we be able to use our models from for instance fbx files as-is?

Is there a relation, or will there be, with your MDI work?

Cheers,
Raymond


Verstuurd vanaf mijn iPad

Quote:
Op 5 sep. 2017 om 20:57 heeft Julien Valentin <> het volgende geschreven:

Up for the ML:
Hi,
A new development branch on refactoring of osgAnimation has been open.
https://github.com/openscenegraph/OpenSceneGraph/tree/osganimation
.
Main features
-Rewriting of animation datapreparation and RigTransforms (have observed few perf enhancement for both loading and software animation)
-Delegates animation data preparation to RigTransform instead of RigGeometry (and so remove the utility of Influence Set)
-add a MorphTargetHardware implementation
-add a bunch of utility functions to deal with VertexInfluenceMap
-various cleanup and bug fixes

I invite you all to test, review and critic new design and features.
I would like to know if some of you experience problem with their model...(I'm not perfect:/ so perhaps I miss something)
Feel free to give your feedback here

Things to know:
-using RigTransformHW, the skinning.vert from OpenSceneGraphData.git must be modified changing

Code:
uniform int nbBonesPerVertex;


to

Code:
uniform uint nbBonesPerVertex;


Perhaps it breaks backward compatibility, please tell me

PS:Further, from a personal point of view I would push refactoring toward backward miscompatibilities with few renaming so tell here if anyone manipulate VertexInfluence in their work.



Thank you!

Cheers,
Julien

------------------
Read this topic online here:
http://forum.openscenegraph.org/viewtopic.php?p=71631#71631









------------------
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Paradox
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Joined: 19 Apr 2010
Posts: 128

PostPosted: Thu Sep 14, 2017 9:17 am    Post subject:
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Hi,

I post my request here because osgAnimation related.

There is some examples/possibility to blend two animations? So, make the transition from an animation to another in a smooth way?

Thank you!

Cheers,
Dario
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mp3butcher (Julien Valentin)
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Joined: 17 Feb 2010
Posts: 315

PostPosted: Thu Sep 14, 2017 11:11 am    Post subject:
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Hi
You should open a new topic for this question...
see
Code:
        void BasicAnimationManager::playAnimation (Animation* pAnimation, int priority = 0, float weight = 1.0);

and test different parameters for priority and weight

Paradox wrote:
Hi,

I post my request here because osgAnimation related.

There is some examples/possibility to blend two animations? So, make the transition from an animation to another in a smooth way?

Thank you!

Cheers,
Dario
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