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@@ -1,6 +1,6 @@
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= 3ds Max Bone Animation to JME3 using OgreMax plugin
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-:author:
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-:revnumber:
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+:author:
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+:revnumber:
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:revdate: 2016/03/17 20:48
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:relfileprefix: ../../
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:imagesdir: ../..
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@@ -10,7 +10,7 @@ ifdef::env-github,env-browser[:outfilesuffix: .adoc]
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== Asset Management
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-For the managing of assets in general, be sure to read the <<jme3/intermediate/multi-media_asset_pipeline#,Asset Pipeline Documentation>>. It contains vital information on how to manage your asset files.
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+For the managing of assets in general, be sure to read the xref:tutorials:intermediate/multi-media_asset_pipeline.adoc[Asset Pipeline Documentation]. It contains vital information on how to manage your asset files.
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== Creating models in 3dsMax
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@@ -116,9 +116,9 @@ import com.jme3.scene.debug.SkeletonDebugger;
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/**
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* This is a test class for loading a Ogre XML scene exported by OgreMax.
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- *
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+ *
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* @author Stephan Dreyer
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- *
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+ *
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*/
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public class TestOgreMaxImport extends SimpleApplication {
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@@ -176,7 +176,7 @@ public class TestOgreMaxImport extends SimpleApplication {
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/**
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* Method to find the animation control, because it is not on the models root
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* node.
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- *
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+ *
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* @param parent
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* The spatial to search.
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* @return The {@link AnimControl} or null if it does not exist.
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@@ -240,7 +240,7 @@ image:jme3/external/3dsmax_biped_2.png[3dsmax_biped_2.png,width="",height=""]
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image:jme3/external/3dsmax_biped_3_1.png[3dsmax_biped_3_1.png,width="",height=""]
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-* You can now play a bit with the settings, I adjusted “Actual Stride Length and “Actual Stride Height.
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+* You can now play a bit with the settings, I adjusted “Actual Stride Length and “Actual Stride Height.
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* For the “Number of Footsteps 6 will be sufficient because the animation is cycled later.
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* *Note:* You can also create or edit footsteps by hand and move or rotate them.
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* After all footsteps are created, hit the “Create Keys for Inactive Footsteps button in the “Footstep Operations panel
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@@ -251,7 +251,7 @@ image:jme3/external/3dsmax_biped_3_1.png[3dsmax_biped_3_1.png,width="",height=""
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* The “OgreMax Scene Settings should be the same as shown above.
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* Because you want your animation to be looped, you've got to find two key frames where the legs are nearly in the same position. For my settings I've chosen the frames 48-78 for the walk animation.
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-* Select the character mesh and open the “OgreMax Scene Settings dialog.
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+* Select the character mesh and open the “OgreMax Scene Settings dialog.
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* Open the “Mesh Animations” tab and select type “Skeleton”, “Export Skeleton” : “Yes”
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* Below “Mesh Animations” hit the “Add…” button
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@@ -314,9 +314,9 @@ import com.jme3.scene.shape.Box;
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/**
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* This is a test class for loading a Ogre XML scene exported by OgreMax.
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- *
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+ *
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* @author Stephan Dreyer
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- *
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+ *
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*/
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public class TestOgreMaxImport extends SimpleApplication {
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@@ -381,7 +381,7 @@ public class TestOgreMaxImport extends SimpleApplication {
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/**
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* Method to traverse through the scene graph and add a {@link LodControl} to
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* the mesh.
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- *
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+ *
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* @param parent
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* The Node to add the control to.
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*/
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@@ -402,7 +402,7 @@ public class TestOgreMaxImport extends SimpleApplication {
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/**
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* Method to find the animation control, because it is not on the models root
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* node.
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- *
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+ *
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* @param parent
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* The spatial to search.
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* @return The {@link AnimControl} or null if it does not exist.
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