The usage of the library is really simple. You only need to know two
classes: the osgCal::CoreModel and the osgCal::Model.

The CoreModel is where the original vertex data is stored, that is, the
model as it is before any deformation. It has also information on materials,
textures, etc.

The Model is each instance of the animated character, and has its own
information on the current pose, the physics related to the movement, and so
on.

For example, imagine that you have a game where you will put 100 dragons.
Each dragon will be in a different place with a different pose, but all of
them have in essence the same geometry with a different deformation applied.
Then you will have a CoreModel with the information related to dragons, and
one Model for each actual dragon in the game.

How to create and set-up the classes? Also very simple. You need only to
create the core model, load all the data that you want (see the API, you
have loadSkeleton, loadAnimation, loadMesh and loadMaterial), and then
create a model with this core. You can see the example provided with the
library to see how simple it is.


