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jME2 meshAnimation

Ok, I finally made a version for jME2. To achieve that I also created a userfriendly way to create MeshAnimations programmatically and not only as import from ogre-files. Now you can create MeshAnimation keyframe-based on time,pose and weight like this:

MeshAnimationWrapper manualAnimationWrapper = new MeshAnimationWrapper(face);   
manualAnimationWrapper.addPoseKeyFrame("MouthOpen", 2f,0);
manualAnimationWrapper.addPoseKeyFrame("MouthOpen", 4f,1);
manualAnimationWrapper.addPoseKeyFrame("MouthOpen", 4.5f,1);
manualAnimationWrapper.addPoseKeyFrame("MouthOpen", 5f,0);
// once we created all keyframes we can create an the meshAnimation with the
// specidifed name and register it to meshAnim (which means that you can use it by name
// e.g.: meshAnimController.setAnimation("animation");
MeshAnimation meshAnimation = manualAnimationWrapper.createMeshAnimation("animation",animContr);

This animation can be added to the attached MeshAnimationController….the sample combines Mesh- and skeletal-animation and looks like this:

I commited all relevant files and the demo can be found in the jME2-repository:


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Little update

Long time I didn’t post about what’s going on with me. Actually as always I’m doing all and nothing. Started a bunch of different projects (one I hope to finish the weekend) and looked a bit in ogre c++ and ogre4j the java-binding.

Just for fun I ported the FacialAnimation-Sample and Terrain-Tutorial(basic tutorial 3) from the ogre-sample to ogre4j. Here is a download-link (you still will have a working installation of ogre4j, what is not done in one second :D ).

Whoever thinks I will switch from jME is wrong. But knowing how other engines work will be a great benefit for improving the jMonkeyEngine as well.  I just started to make a similar FacialAnimation-Demo for jME2. So stay tuned!!!

Here are some screenshots:


Facial Animation: playback animation and manual changing of poses

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