The animations are working now. A little explanation for those who are interested.
First I used the Milkshape importer for Blender. Everything seemed to be fine, but it wasntXD
After a little debugging session I got the reason. The animation/action is supposed to have
groups, but the imported animation didnt have. So the imported made a SpatialTrack instead
of a BoneTrack. When playing this caused the “wabbling” effect. I guess because all modifiers
(dont know if this is the correct term) are only applied to the root bone, instead the correct one.
These missing groups also caused the strange view (screenshot) in blender you see in my previous
post. I guess this is because the milkshape importer was developed for blender < 2.5.
However, then I tried it with the collada importer. Mesh and animation have been imported - the resulting
blender file was about 120mb and caused a OutOfMemoryException during the import. The reason
for this big size is the amount of keyframes - there are 25/sec. To test it, ive deleted 80% of the keyframes.
The import was successful, but no visible animation. During the debugging I saw that now a BoneTrack
is created. I used the little skeleton debugger from jme3:external:blender.
And there I saw that the bones are moving correctly during the animation - so there was a problem with the
rigging.
After a few checks, I found the reason: The vertex groups did not have the correct names (must correspond
to the bone). The reason for that seems to be a bug in the collada importer from blender 2.66a - with 2.65
the vertex group names are correct.
With Blender 2.65 the animation went through the SDK import and now I see the animation in JME - at least
the first 10% frames.
To import the whole animation I needed to find a way to reduce the keyframes. Furtunately there is a standard
Blender addon which does exactly this. Called “Simply Curve” and is shortly explained in:
tip-simplify-animation-curves/
In my case, a setting of 0.2 reduced the keyframes to a reasonable amount and now the whole animation has
been imported into JME and is running smoothly.
Now I will start with the splitter - either I will write a little Blender script or add the functionality to the
scenecomposer. I will let you know as soon as there is something useable…