HottBJ 0.3c Released

http://pub.admc.com/misc/jme/hottbj-0.3c.zip



This point release adds support for multiple deforming skin meshes per armature.  Otherwise, minor bug fixes and doc improvements.



One important use for multiple skins per armature (skeleton) is clothing.  The glaring imperfections you see here are due to lack of 3D design skill.  If the clothing was sized properly and weighted properly in Blender, it would look great.



Notice in the Tree widget that there are two skin meshes under ArmaObjSkins, one for the body and one for the pants.



Demo updated to benefit from new support for runtime skin changes.  This work is all completed in Subversion, but is not all in the latest HottBJ distribution.  I want to add one more feature before building a new release.  HottBJ is very stable right now, so if anybody wants me to build a distro before working on the new feature, just say so.



http://pub.admc.com/misc/mpplay02.jnlp



You can mount SkinTransferNodes (sets of runtime-swappable skins) in 2 ways.  It works the same way that Mountpoints work.


  • Download the files to a local directory, then use the "hot skin" button to open a file chooser.

  • Click the "net" toggle, then use the "hot skin" button and paste a URL



SkinTransferNode model files:

  • http://pub.admc.com/misc/jme/shorts_xfer-jme.xml

  • http://pub.admc.com/misc/jme/plainpants_xfer-jme.xml



I have not taken the time to get rid off all skin bleed-through.  This would take 10 minutes of sculpt work in Blender, and I should do it.

Notice in the Tree widget that when you load a SkinTransferNode, it removes skins which it obviates.  If you load them in the order above, then when you load the shorts, it removes the whole legs, because they are obscured.  When you load the full length pants, that removes the shorts plus the short-leg skin, because they are obscured by the pants.  This is critically important both for processor and memory usage, as well as to avoid entirely unnecessary bleed-through avoidance.  Also notice that, just like mounting with Mountpoints, you can change skins as animations continue to run.

For descriptions of the features, see earlier posts in this Topic, and http://www.jmonkeyengine.com/forum/index.php?topic=11700.0.



This post is just announcing that you can now play with the same advanced features with the new & improved 1.x version of Modeler.  The links below are all updated.

The post at http://www.jmonkeyengine.com/forum/index.php?topic=11762.0 has launchers for playing with Morphing and resetting video settings.



Launcher for v 1.x of Modeler:  http://pub.admc.com/modeler/modeler.jnlp



To access the advanced game integration features, use ALT+“f” “u” and paste in this URL:

http://pub.admc.com/modeler/models/advanced-jme.xml .  The model and texture files will take a minute to load over the Internet.



SHIFT+F6 to bring up the Animal widget.  Click and drag that widget out of the way (towards an edge).  Tab until the right Spatial is selected and the form fields become enabled.  I hope that the field labels and input tool tips are intuitive enough.



SHIFT+F8 to bring up then reposition and resize a Scene Tree widget so you can observe the effects of weapon mounting and hot skin changes to your scene.



You can use the pulldown menus directly, instead of  the ALT keys (menu mnemonics) and function keys (menu accelerators) that I specified above.  It’s just that I can write the instructions more concisely this way.




You can mount my weapon models in 2 ways.


  • Download the files to a local directory, then use the mount button to open a file chooser.

  • Click the "net" toggle, then use the mount button and paste a URL



Weapon models:

  • http://pub.admc.com/modeler/models/spear-jme.xml

  • http://pub.admc.com/modeler/models/axe-jme.xml





You can mount SkinTransferNodes (sets of runtime-swappable skins) in 2 ways.  It works the same way that Mountpoints work.

  • Download the files to a local directory, then use the "hot skin" button to open a file chooser.

  • Click the "net" toggle, then use the "hot skin" button and paste a URL



SkinTransferNode model files:

  • http://pub.admc.com/modeler/models/shorts_xfer-jme.xml

  • http://pub.admc.com/modeler/models/plainpants_xfer-jme.xml



I have not taken the time to get rid off all skin bleed-through.  This would take 10 minutes of sculpt work in Blender, and I should do it.