Group Admins

  • Avatar Image

Contribution Depot (jME2)

Public Group active 1 day, 6 hours ago

Where Contributors will post contributions before submitting to the repo.

Also see how to file a bug report.

[commited] programmatically creating mesh-animations with face-anim-demo (4 posts / 0 Voices)

← Group Forum   Group Forum Directory
  • Avatar Image ttrocha (Contributor) said 3 months, 1 week ago:

    Hola, I just had a look into Ogre's mesh-animations. It works quite good as long as you import it from a .mesh.xml-file.

    But if you want to create a MeshAnimation in java it is getting complicated. Poses were only assigned to MeshAnimations so it was acutally only possible to access them by a PoseAnimation. If you didn't had any the poses were lost.

    Therefore I made some changes with an additional class (MeshAnimationWrapper) which gives you the ability to create KeyFrames for certain poses at a specified time.

    BTW: I actually wanted to create something like Ogre3d's facial-animation-sample and a demo is added as well
    It would be nice to get some feedback, about what works and what not.

    I will wait quite a time until I commit this as it is quite a sensible region in the code.

    I will attach the patch and a test as file.

  • Avatar Image ttrocha (Contributor) said 3 months, 1 week ago:

    Ah I have to mention that I used swt for the GUI and did that quick and very dirty.
    So somehow the event-dispatch is not working properly. From time to time you have
    press several times on the slider in order to change the mesh (just dragging didn't
    work neither…but I think for showing it is enough)

    Here a screenshot:

  • Avatar Image ttrocha (Contributor) said 3 months ago:

    Ok,…it is commited.

    I added a Test in jmetest.ogrexml which will demonstrate how to use
    attached poses programatically like this:


    // There values are (pose,time for keyframe, weight of pose):
          manualAnimationWrapper.addPoseKeyFrame("MouthOpen", 2f,0);
          manualAnimationWrapper.addPoseKeyFrame("MouthOpen", 4f,1);
          manualAnimationWrapper.addPoseKeyFrame("MouthOpen", 4.5f,1);
          manualAnimationWrapper.addPoseKeyFrame("MouthOpen", 5f,0);

    It also demonstrates how to combine both skeletal and meshanimation with
    that wonderful AnimationChannels.

    PS: I realized that I still have to implements savable for new data…. <–

  • Avatar Image ghoust said 2 months, 1 week ago:

    Looks great!