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Skeletal Animation (Java/lwjgl)

Posted 27 February 2012 - 05:56 PM

Just as a quick run down, a friend and myself are in the middle of working on a game engine in java using LWJGL (based around openGL)
We have run into quiet a few obstacles which we hurdled over and gotten by without sweat off our backs. (IE: using milkshape 3D for models and having to create our own plugin for exported data how we wanted it to be) then loading that data in.

Models will load up fine and draw. We also have joints loading in properly.

What we are having trouble with and for the life of us we cannot find any useful tips/tricks/tutorials in guiding us on the path of drawing animations.

The data that is loaded in is key frame based animation, each key frame sets up the location thoes vertexs should end at. Example of inside the animation file:

Bonename=Head                                         //name of the joint
Boneparent=Body                                       //name of the parent Joint
PoskeyCount=3                                         // number of key frames in the animation
PosatKey=1.000000 0.000000 0.083328 0.000000          // Key Frame # Xpos yPos zPos 
PosatKey=15.000000 0.000000 15.333328 0.000000       
PosatKey=30.000000 0.000000 0.083328 -0.250000
RotkeyCount=3                                         // Rotation key frame count
RotatKey=1.000000 0.000000 0.000000 -0.000000         // Key Frame 
RotatKey=15.000000 0.000000 -0.000000 3.141592
RotatKey=30.000000 0.000000 0.000000 -0.000000



Hopefully someone can at least guide me in the right direction. We realize this is a hard subject and we hope someone can bare with us a little while we try and figure this out. Thanks everyone!

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