[osg-users] Independent Animation of Shared Objects
OpenSceneGraph Users
osg-users at lists.openscenegraph.org
Mon Apr 20 01:31:08 PDT 2020
Hi Mauricio,
For a large number of independently animated characters I'd use shaders to
the the animation and hardware instancing. This does mean making your own
shaders/uniform etc. setup but performance will be far far better than
trying to reuse the CPU based architecture.
Robert.
On Mon, 20 Apr 2020 at 07:00, OpenSceneGraph Users <
osg-users at lists.openscenegraph.org> wrote:
> Hello all,
> I'm wondering how to design the scenegraph to make LOD and Animation of
> shared objects to work.
>
> I'm trying to make a simulation of 2,000 human characters. All characters
> look the same. We load 3 FBX files for each level of detail (low, med and
> high). Each FBX file has multiple animations (walking, running,
> standing). The models are loaded with osgDB cached all option.
>
> The structure of the scenegraph is like this:
>
> (osg::PositionAttitudeTransform) -> (osg::LOD) -> (osg::Node as loaded
> from the FBX File)
>
> The animation manager callback is extracted from the FBX file and assigned
> to the osg::PositionAttitudeTransform.
>
> Caching of objects work, LOD works but when I start the animation of one
> character, it starts the same animation in all the characters at the same
> time.
>
> How can I achieve independent animations?
>
> Thank you very much in advance,
>
> Mauricio.
>
>
>
>
>
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