[Maya2osg-users] Blend shapes
Status: Alpha
Brought to you by:
jtaibo
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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
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