Summary

OSG supports all major types of animation that can be applied in 3D applications. The most common is transformation over time, which can be achieved by changing the spatial status or even rendering states of a 3D object, while the so called key-frame animation is designed to achieve smooth movement by interpolating between frames. Skeleton system is the key for character animation, in which a mesh is used to rig to a prebuilt skeleton.

In this chapter, we introduced the capabilities of OSG animation classes' and specifically covered:

  • The reason for and methods to avoid conflicted modifications, especially when creating dynamic geometries
  • Deriving from the callback base classes, including osg::NodeCallback, osg::StateAttributeCallback, and ...

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