I read this tutorial https://wiki.jmonkeyengine.org/legacy/doku.php/jme3:advanced:custom_meshes and I wonder whether I have to “redefine” a Box, if I want to create a voxel-like character.
To improve the understanding of my goals let’s just say I want to create some characters based of voxels/boxes and I also want to have them animated. I would like to have all the work done programmatically.
Is this possible in jMonkeyEngine or do I have to use blender for stuff like this?
Thanks for this video, but this is exactly the thing I don’t want to do.
I want to have the modelling and animation of the character programmatically, if this is possible.
Anyway, since I’m stuck for a few days in this matter, I draw the conclusion that I will have to use blender…
This thread touches on the animation subject in the context of physics: http://hub.jmonkeyengine.org/groups/physics/forum/topic/animating-a-custom-mesh/
You will either have to use separate geometry (drives up object count) or modify the mesh buffers like the animation system does.
I think it will be easier for me to use blender for the “core” of the models and just do some small manipulations on them programmatically.
That fits for me, thanks.