I have decided to compress couple to one pack of queries but the most important is the first one…
My character ( controlled by BetterCharacterControll ) walks not smooth but “rough”. Looks like a shaking . How to solve this ?
Importing models from blender with normal map ( bump maping ) bump factor is always considered as a value 1 despite the factical value in blender is ie 0.4 . Is it normal ?
I have long sequence of animation. Is it possible to stop the animation durring the sequence lasts and ie start another one - with no using time ?
During running the app I see tons of warnings regarding co-linear texturing triangulating problems or something - it’s happens after using normal map. It causes slowing down of app starting. How to avoid this ? - Of course still using normal maps
Another thing to note (unless you already are aware) is that the GLTF importer will apply JME’s PBRLighting shader when you convert from gltf → j3o by default (In which case you need a light probe to view the model, otherwise it will appear to be rendered as a dull gray or black depending on the metallic value), as opposed to the standard Lighting.j3md shader that the blender importer uses when you convert to j3o.
Yeah the only time i ever actually have had the model rendering entirely gray or black is if the metallic value is close to 1.0 or whenever I have a spec gloss model and accidentally uncheck the “useSpecGloss” box unknowingly.
But i guess I was wrong to say entirely black, I should have instead said that it can appear so unsaturated at high metallic values that it tricks you to think its rendering black or dark gray
Apparently main issue was thinned by other ones but the essential issue was quaking of character during walking on an android - even if I have 60fps and smooth scrolling of terrain under the character - What is the reason ?
Has the jitter problem been solved?
Maybe you can try to increase the accuracy of the physical engine to make sure that the update rate is greater than or equal to the rate of the renderer. It’s a lot more stable. That’s how I solved the jitter problem.
The following code:
I guess the jitter is due to the accuracy of the physical engine calculation. For example, the parameter settings of rigid bodies. Physical engine update rate.
You can try changing the frame rate of the rendering engine to 60 frames / s. Then the physical engine stays a little higher. For example, 65 frames / s.
But there should be other solutions for smooth motion. If you don’t use a physical engine. Moving objects directly is very smooth. So presumably there’s something to pay attention to when using a physical engine. At present, I am also studying.