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Questions concerning Performance issues using model with bones and animation


 
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Andrea74
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Joined: 24 Aug 2009
Posts: 83

PostPosted: Fri Dec 14, 2018 11:24 am    Post subject:
Questions concerning Performance issues using model with bones and animation
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Hello Everyone,
this post concerning very slow performance when load model with bones and animation in openscenegraph 3.5.3 win64.

I'm using a 3d Hand (created with blender 2.79 exported both fbx and osgt) which contains 17 bones and 9 animations (These animations were built using dopesheet -> action editor and then inserted to nla stack).

I noticed the following:
- If i use osganimationhardware example with --software parameter performance are very low (see picture HardwareAnimation_software_itHasAllAnimations.png)

- if i use osganimationhardware example (in hardware mode) performance are good (see picture HardwareAnimation_software_itHasAllAnimations.png)


My questions are:
- why does Update process takes so much time? Is it possible to modify 3D model and/or scenegraph nodes to improve update performance using --software parameter?

- Previously i used osgAnimation::BasicAnimationManager class for reading and play animation, using timeline (3d model contains bones too). In this way i am able to control hand gesture according to some input (i.e. oculus touch trigger pressing).
Unfortunately with this approach (very similar with software parameter) i get low performance on update. Is osganimationhardware with hardware parameter the only suitable solution to improve performance?

Thank you!

Cheers,
Andrea
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maxi3112
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Joined: 17 Dec 2018
Posts: 1

PostPosted: Mon Dec 17, 2018 11:20 am    Post subject:
Re: Questions concerning Performance issues using model with bones and animation
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Andrea74 wrote:

very slow performance when load model with bones and animation



Hi everyone,

Same problem using bones, update process takes too much time getting performance really bad. I'm trying to improve it without using shaders (vertex and fragment) but I just couldn't get through that till now, any useful tip would be appreciated.

Thanks,
Max

P.S. Updating to 3.6.3 will be my last chance for a variety of reasons Very Happy
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TomD88
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Joined: 18 Dec 2018
Posts: 1

PostPosted: Tue Dec 18, 2018 7:48 am    Post subject:
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Hi,
I'm having the same issue with bones and I can't use an hardware approach easily in my project.
I've tested with a simple model that have different bones.

Is there some way to find what the problem is?

Cheers
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mp3butcher (Julien Valentin)
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Joined: 17 Feb 2010
Posts: 519
Location: France

PostPosted: Thu Dec 27, 2018 10:40 pm    Post subject:
Re: Questions concerning Performance issues using model with bones and animation
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Haven't you discover the wonderfull application_osganimationviewer yet?

Andrea74 wrote:
Hello Everyone,
this post concerning very slow performance when load model with bones and animation in openscenegraph 3.5.3 win64.

I'm using a 3d Hand (created with blender 2.79 exported both fbx and osgt) which contains 17 bones and 9 animations (These animations were built using dopesheet -> action editor and then inserted to nla stack).

I noticed the following:
- If i use osganimationhardware example with --software parameter performance are very low (see picture HardwareAnimation_software_itHasAllAnimations.png)

- if i use osganimationhardware example (in hardware mode) performance are good (see picture HardwareAnimation_software_itHasAllAnimations.png)


My questions are:
- why does Update process takes so much time? Is it possible to modify 3D model and/or scenegraph nodes to improve update performance using --software parameter?

- Previously i used osgAnimation::BasicAnimationManager class for reading and play animation, using timeline (3d model contains bones too). In this way i am able to control hand gesture according to some input (i.e. oculus touch trigger pressing).
Unfortunately with this approach (very similar with software parameter) i get low performance on update. Is osganimationhardware with hardware parameter the only suitable solution to improve performance?

Thank you!

Cheers,
Andrea

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