I was wondering if the constraint are supported in jme3 or am I suppose to bake the animation and remove the constraint?
My animation is not quite what it should be… The finger and the hand move correctly but the arm just do what ever the **** they want and i can’t get them to work correctly.
I’ve tried to bake the animation and remove the constraint but i keep having a similar result.
If anyone as an idea how to correct the problem let me know
I did the same for my FPS too! For me there wasn’t a problem. Apply loc/rot/scale of model, bake your animations in several stripes and export it via ogre.
how did you export the material? I dont get this part. I keep getting material missing when jme try to convert. I did get models to work but they weren’t animated.
Materials should be exported normally. It could be that you have to apply the UV mapping, but else there is nothing anymore. Do you wanna use blender materials?
In texture panel you can see the source of texture :
if it is disabled then the texture is packed in to the model.
You better put your make human model in your game asset directory then convert it to .blend or ogre then load it in JME. (You can also give a try to Xbuf exporter for blender)
Well we could have a set of basic constraints like transform contraints. But what’s actually pretty useful is more IK.
Also it’s only useful for dynamic animation…
Also about it being heavy… yes it can… but yes it can be bearable…
You don’t always want 400 moving skeletons with constraints on screen… Many games have IK constraints for their characters.
Though we’ll never have all the type of constraints you can have in blender.