Hi, I'm new in 3d graphics and game engine.
Sorry for my bad English and if I use some words improperly… I'm an Italian newbie!
I have to do a project for the university about "programmatic skeletal animation".
I have to make some 3d models with a 3d modeler, apply an Armature, import them in jME (and papervision3d) and then animate without use imported animation.
I used Blender and Maya, then I've exported the models in COLLADA format and I have imported them in jME.
My questions/problems are:
- My exported model with blender don't have the skin: the call to the ColladaImporter.getSkin() method return NullPointerException, the COLLADA (.dae) file does not include the part relating to <library_controllers>.
In jME I can see the mesh that I create, its skeleton (using BoneDebugger) but if I try to animate the model only the skeleton moves not the mesh. If I apply the animations at the root node all the model (mesk + skel) rotate and traslate, not if I apply the animation at a child of the root
I used Blender 2.48a with Collada exporter 0.3.160 on a MacBook.
- My exported model with Maya don't have the skeleton: the call to the ColladaImporter.getSkeleton() method return NullPointerException.
- I can animate without any problem only the example model contained in TestColladaImporter… Someone can describe to me how is create? (wich modeler, wich type of exporter, how is create ecc…)
- Is there an Implementation of Inverse kinematics to apply at my imported model?
Thanks a lot!