I am currently trying to create a working Blender->jME skeletal animation toolchain, and ran into the following weirdnesses of the skelanim system so far:
- BoneAnimation has a constructor that takes a Bone as input which is never used
- BoneTransform.update contains the following code, which spams info logging with (fps*bone count) messages by default. Looks like debug info that is no longer needed to me, could that be removed?
logger.info(bone.getName());
if (bone.getName().equals("Bip01-node")) {
logger.info("BIP 01");
} else {
- The end keyframe in a BoneAnimation, as set with BoneAnimation.setEndFrame, is never actually shown - so you basically have to set index + 1 as your end frame to make the animation show up as intended. Easily worked around, but of course the workaround will break if this is ever fixed in the future...
[li]The (fps*bone count) string comparisions obviously don't help the framerate for complex skeletons, is that still necessary?
Can anybody confirm/add to/comment on the list?