cool
i liked the api, altough i had some hard time to convert it due to some differences with Ardor's. like, in yours root bone's rotation is baked into all bone's inverse transform.. anyway it's cool
below is the list, i had marked the methods hope i didnt missed anything:
ogrexml.anim.Bone
public String getName()
public Bone getParent()
public Vector3f getWorldBindInversePos()
public Quaternion getWorldBindInverseRot()
ogrexml.anim.BoneAnimation
public String getName()
public float getLength()
public BoneTrack[] getTracks()
ogrexml.anim.BoneTrack
public int getTargetBoneIndex()
public Vector3f[] getTranslations()
public Quaternion[] getRotations()
public float[] getTimes()
ogrexml.anim.MeshAnimationController
public Skeleton getSkeleton()
public OgreMesh[] getMeshList()
public Collection<Animation> getAnimations()
ogrexml.anim.Animation
public boolean hasBoneAnimation()
public String getName()
public float getLength()
public BoneAnimation getBoneAnimation()
btw, i suppose the ninja model used in demos is taken from ogre, am I allowed to use it in a demo ?
thanks,
r a f t