Hi guys,
I got some troubles with animations exported from 3DSMax, with the ogreMax exporter, i got a simple windturbine model with node animation for the helix rotation, here is a sample of the windturbine.scene file exported (and load in the virtual world) :
[xml]<scene formatVersion=“1.0” upAxis=“y” unitsPerMeter=“39.3701” minOgreVersion=“1.7” ogreMaxVersion=“2.3.18” author=“OgreMax Scene Exporter (www.ogremax.com)” application=“3DS Max”>
<nodes>
<node name=“rotor_helper”>
<position x="-1.33422" y=“27.241” z=“3.48092” />
<scale x=“0.687132” y=“0.687132” z=“0.687132” />
<rotation qx=“0” qy=“0” qz=“0” qw=“1” />
<animations>
<animation name=“rotor_helper_rotor_loop” enable=“false” loop=“true” interpolationMode=“spline” rotationInterpolationMode=“spherical” length=“5”>
<keyframe time=“0”>
<translation x="-1.33422" y=“27.241” z=“3.48092” />
<rotation qx=“0” qy=“0” qz=“0” qw=“1” />
<scale x=“0.687132” y=“0.687132” z=“0.687132” />
</keyframe>
<keyframe time=“0.356875”>
<translation x="-1.33422" y=“27.241” z=“3.48092” />
<rotation qx=“0” qy="-1.00799e-008" qz="-0.230601" qw=“0.973048” />
<scale x=“0.687132” y=“0.687132” z=“0.687132” />
</keyframe>
<keyframe time=“0.71375”>
<translation x="-1.33422" y=“27.241” z=“3.48092” />
<rotation qx=“0” qy="-1.93607e-008" qz="-0.442921" qw=“0.896561” />
<scale x=“0.687132” y=“0.687132” z=“0.687132” />
</keyframe>
<!-- …blablabla others keyframes -->
</animations>
[/xml]
As you see my animation is not using a skeleton, it’s a simple node animation with keyframes.
But i don’t figured out how to implement this kind of animation in jme, is it even possible ? I’ve seen some usecases of animation in the testchooser, but no one seems to fit with this type of animation.
Any ideas would be great !
Thanks for the future help,
Regards,
Glor
As stated in the manual, only bone animations are supported in OgreXML models. The blender importer (svn/nightly) might support other kinds of animation.
Thanks Sir ! I will take a look at that.
Glor