So, i was trying to export a blender vertex animation and play it on jme, the exporter is doing his work, and exporting a big ass file, but the vertex aanimation that is stored on .mesh file seems to be ignored on the convertion/opening.
This is what appears on the console when i open the .xml file, or when i convert it to a j3o file (that is too little to compared to the .mesh.xml file)
The .mesh.xml file has 14Mb, and the .j3o has only 18 Kb.
I’ve made it work once, a long time ago exporting a vertex animation from the 3ds Max, but i los the project, and the files…
Just to mention, in your wiki you said that jme supports the vertex animation but i failing badly on it T_T
There were a couple of issues that prevented this from getting added before:
For the longest time, the blender2ogre exporter didn’t actually support vertex animation, so it was never deemed a priority
It is somewhat of a challenge to support both vertex animation and skeletal animation simultaneously, especially with hardware skinning. We may need an additional mode with software vertex animation and hardware skinning. That would require changing all methods that deal with Meshes, not to make assumptions about the setup of the buffers.
Of course, if we do get a PR adding vertex animation support, I don’t think there would be any issues with adding it (as long as there’s a proper test case).
After reading through the whole topic ( BlendShapes ) I got a doubt:
The mesh loader class that the code i should join with the codes on the topic, has to be recompiled into the jme Binaries? Or I can just use the class outside to generate the models i need?
Furthermore i can register a loader on the assetManager, but the extension would be the same as the other ogre files, i thought in change the extension to another, but it is cheating… haha.
So I’ll try it. If i’m doing it wrong please tell me and stop me before i blow my computer!! hahaha
This isn’t going to be a walk in the park, I am afraid.
It requires modifying the jME3 internals, specifically the animation and skeleton handling classes. Loading the data is one part - making it work together with jME3’s animation system is another.