[Maya2osg-users] Blend shapes
Status: Alpha
Brought to you by:
jtaibo
From: Javier T. <jav...@gm...> - 2011-07-09 18:28:30
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Hi all, Maya2OSG now exports blend shapes to osgAnimation::MorphGeometry nodes. It's a preliminar version so testing and feedback is welcome. The built-in preview command (osgpreview) has a minimal blend shape previewer, using the following keys: plus - Select next MorphGeometry minus - Select previous MorphGeometry left - Select previous MorphTarget right - Select next MorphTarget up - Increase MorphTarget weight down - Decrease MorphTarget weight I uploaded also a test scene named test_blendshapes.ma to test the export. It's an ugly deformed sphere. Beautiful test models are also welcome :) Peter, I changed lots of things in mesh.{cpp,h}, I hope not to have broken anything. Let me know if you find any problem. Among other things, there were a lot of static attributes that I moved to local variables in the minimum scope where they are used. This way we minimize the unexpected side effects and is less error-prone, and the code is easier to follow. Maybe in any case there could be a good reason to be there, but not as the code is now. I don't know what will be the connection between the rigging/skinning code with mesh.cpp, but I think we can solve it without these static attributes, just passing the needed information as parameters to functions or methods. Well... that's all for today. More to come. Cheers! -- Javier Taibo |