I would like some help on how I can combine multiple models into one character.
I have a rigged human model in Blender with one animation, the different body parts are different objects. When I export the model, the different objects are in separate .mesh.xml like
Yeah, but I want them to be separate objects, so then I can, for instance, load IronGauntlets.mesh.xml instead of Hands.mesh.xml and my character will be wearing Iron Gloves
If the character was one model, I donât know how I could bind the gloves to his hands and make them play the animation, you know what I mean?
Ah, I see. What you want to use are attachment nodes. Basically you create an extraneous bone in your mesh, and use this in Jmonkey to attach different models to, I.E. gloves on a hand. The same bone is implemented in your glove model, and the two pair at the same location.
Do the gloves need to have the animation in itâs skeleton for that? Because only the UpperBody model has the animated skeleton, the other models have the exact same skeleton but just no animations
Shouldnât be a problem, as long as the bone it attaches to is one that deforms with the animation. The glove âfollowsâ the animation path, as it essentially parents itself to the bone. Than something like this to implement
Okay, I see what you mean, but the fingers in the animation move and rotate, but from the looks of this video, the attached object is static (The gloves donât contain the animation themselves).
[quote=ânormen, post:9, topic:32843, full:trueâ]
Just attach them all to one node and make a Control that executes the animations on all at once.
[/quote] The gloves donât have the animation though.
Right, but I have more than just one pair of gloves, and it would be annoying to add the animation to every pair of gloves, and boots and stuff for every animation I have for my character. The gloves have the exact same skeleton as the character, canât I do something with that?
Well unless you make your animations completely procedural there wonât be any way around that. Applying the animation in blender will certainly be easier.
Iâd create a skeletal rig for the hands that sits inside the glove, and have it play its own animations (such as make_fist, point_finger) while the object sits on the characterâs skeleton. Than just share the skeleton for every glove you make. This is a bit cumbersome in that you need to skin it to each glove model type in blender, yet you can share the xml file for the .skeleton between each model. I canât think of a more efficient solutionâŚ
Iâm not sure about what you mean by âanimation re-targetingâ but canât you just add the gloves to the character in blender (or anything else) and âparentâ them to the skeleton, just like the rest ?
The intent though is to be able to dynamically load different meshes, so the character can be wearing either leather gloves or iron gauntlets, without having separate models.