t1t0
January 7, 2006, 12:04am
1
Hi all,
I with some friends are learning coding jME and we'd like
to have some info about creating and animating a character.
In order to create an human body and to animate it, a frind of my
started working on Cinema4D.
With this software (that can export files in 3ds format) you can
create a body and insert bones into it. The bones modify the
structure of the geometry they are connect to; in this way you change
the position of the bones, and your character change position: you
can animate it.
After this work we are having some trouble exporting this work in
order to insert it in jme.
We were thinking that an animation created with Cinema4d was
available from jME in this way: you load an object called "body" and
with some property you can choose different frames to show.
But our works in this way failed up to now.
So I ask:
How to create an animated character?
The bones are useful to jME?
With that I mean should we insert the bones into che character
because jME'll be able to handle them animating the body or should we
create an animation (different) frames?
Thanks for any suggestions!
t1t0, isec, firstlele
P.S.
Our main purpuse up to now is to understand the engine and it's
structure, we have no "particular" project purpose; because of that
we'll be very happy to meet or join other developers in the same
situation to work togheter and exchange ideas.
there is an example .3ds in src.jmetest.renderer.loader and it is animated.
im not sure if skeletal animation works with jme ive only tried a simple keyframe animation in blender.
mcbeth
January 7, 2006, 2:35am
3
3ds does not support skeletal animation try milkshape3d
Ogli
January 9, 2006, 10:17am
4
mcbeth said:
3ds does not support skeletal animation try milkshape3d :(
This weekend I tried milkshape and animated a model.
It seems to me that there is just "simple sceletal animation" (no real bones and vertex weighting).
Scince I'm still a newb, I ask:
Is there any format and modelling software that considers even such things for real time games?
Is a combination of keyframe and sceletal animation possible? (e.g. a breathing, walking person)
mcbeth
January 9, 2006, 12:03pm
5
hence the sad smiley…if that makes sense however I did ask for help to port the md5 loader and animation system to jme 0.9 or .10 but that will be a while in the future I dont have the skills to do it myself unfortunately and the original author is nolonger with us.
I also need weights and some other feature of that for my game… thing
Weighted Skeletal is quite common in modellers ( eg. blender ) but is not supported in jme right now.
But if You export as MorphTarget this takes the wheighted animation with it.
t1t0
January 14, 2006, 11:48pm
7
First of all, thanks for your answers
mud2005, I saw the 3ds loader source, thanks for the tip
keyframes are simple to use, but i can't export animations in a 3ds
file with blender nor cinema4d: they only export the first frame
I'm triyng to understand how the quake3 animations (.md3) work using
their animation.cfg files, but the man who made this cfg was a fool
I'm reading the "Java Md3 Viewer" sources in order to get the right
frames
which tool could I use on linux to create animations that I could
import in jme?
I like blender, but I need a more complete exporter than could handle
animations
Bye
gimpy
January 17, 2006, 7:53pm
8
From what I understand from this post , you can create animations in blender and use the blender-to-jme-xml export tool.