Cal3D
http://cal3d.sourceforge.net/
is a free character animation engine that can do motion mixing and animation blending. It has exporters for 3ds max, Milkshape, and Blender. You don’t need to write an exporter; rather, just integrate the Cal3D engine into jME. Someone has already tried to do this for his own engine by rewriting it in Java. Maybe there’s a way to access the functions through JNI?
shortfuze.co.uk
Why not… But as you say, it has exporters for 3ds and milkshape. jME can load those formats. So why using the Cal3D when you can export to 3ds ? Or maybe I’m missing something…
Oh, and no JNI in jME, it’s an engine written in pure Java
Chman
But as you say, it has exporters for 3ds and milkshape. jME can load those formats. So why using the Cal3D when you can export to 3ds ? Or maybe I'm missing something
unlike ms3d 3ds has no support for bones and in the same vein ms3d doesn't support vertex weights, makes doing any beyond fps basics complicated, animation wise atleast, produces distorted results when animating martial arts and such, bending joints produce frustratingly ugly results
I was reading some other posts about animation blending, and it doesn’t sound like jME has it. For all of those people complaining about having to split up meshes like MD3 in order to independently control the torso and legs, it sounds like Cal3D provides the solution because the engine’s motion mixing capabilities can just blend that bone animation for you.
We won’t be abandoning the .jme format and model loading system. We also don’t want to rely on anymore libraries than we have to, so tieing directly into this Cal3D is not an option. The jME format is extensible enough that we can add features to it. This dicussion sounds to me like it boils down to a need for animation blending support? If this is the case, we can discuss it and decide to add it to the format.
I myself don’t know much about cal3d, I prefer .x, nor am interested in abandoning .jme, but I do think that ms3d as the sole skeletal format supported given its stated shortcomings would be unfortunate(no vertex weight), however I have read the features list know where additional exporter are on the list so I’m prepared to wait and see, no hurry
ps I mentioned that I had resourses that could be useful in adding .x but my c++ is piss poor to nonexistant so the translation is killing me, I am accountant with hobby
Well, I guess I’ll make a feature request.
heck, that guest was me…
probably u’f have guessed without help…