i stumbled over a problem which i wasn't able to solve. Here's the problem:
I tried to intergrate FengGUI (the standard FengJME example class from the tutorial) into the md5 importer classes. In other words: i wanted to have an animated md5.mesh with 2D GUI Elements ontop. Everything worked out fine except the fact that the md5.anim files do not work. I can see and interact with the GUI and also the md5 model is loaded and displayed correctly. BUT the model is not moving. There isn't any exception and the animation seems to load perfectly but it is not started. Of course without the FengGUI the models animation is started perfectly. Here's the complete code, because I'm not sure where the problematic parts could be. And sorry for some German comments :D
/**
* FengJME - A test class for integrating FengGUI and jME.
*
* @author Josh (updated by neebie)
*
*/
public class FengJME extends BaseGame
{
Camera cam; // Camera for jME
Node rootNode; // The root node for the jME scene
PointLight light; // Changeable light
FengJMEInputHandler input;
Timer timer;
Ok, here's another question, but this time it's more semantic than syntactic:
What is the best structure for using md5models in combination with changing animations (method: fadeToAnimation() )
One Model with one AnimationController and many Animations (to switch between them if necessary)
One Model with many AnimationControllers which have only one specific Animation (in that case i would have to switch controllers)
I only figured out the first option, but what would you prefer??
Problem in the first case is, that if I create a new animation, I have to add it to a controller at the same time. And doing this results in a weird animation-mix of all added animations. So I coded:
animationController.removeAnimator(0); // Prevents the animation-mix between anim1 and 2
///////////////
Sorry to bother you once again, but it seems that there isn't any useful api or help files I could use instead.
I'm currently analyzing this engine, and there is a pretty good chance we are using this engine in our company for future projects, if everything turns out fine.
as I said that post in the other thread I am not getting that jitter my cvs though is more than six weeks old, perhaps I am not seeing it, but from you guys say that jitter is not exactly subtle so I doubt that i miss it. at any rate that loader uses very little of jme itself trimesh/buffer utilities/ and the math classes if I remember correctly,
as for the the weird mixing it is trying to blend the animations the problem is that while the md5 format mechanisms for labeling animated from non amimated component's export scripts for blender and max "that are written by derton" doesn't cater for this, added to that it would seem that blending is the default behavior.
I'm however not the greatest coder…can only learn as time/life allows…which isn't muich, so I could be wrong on some front