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@@ -247,9 +247,11 @@ JME3, the game engine, only loads and plays your recorded animations. You must u
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** Bones follow a certain naming scheme so the 3D engines know what's what.
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. *Skinning:* The association of individual bones with the corresponding skin sections.
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-** Each Bone is connected to a part of the Skin. Animating the (invisible) Bone pulls the (visible) Skin with it. +E.g. the thigh Bone is connected to the upper leg Skin.
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+** Each Bone is connected to a part of the Skin. Animating the (invisible) Bone pulls the (visible) Skin with it. +
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+E.g. the thigh Bone is connected to the upper leg Skin.
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** One part of the Skin can be affected by more than one bone (e.g. knee, elbow).
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-** The connection between bones and skin sections is gradual: You assign weights how much each skin polygon is affected by any bone's motion. +E.g. when the thigh bone moves, the leg is fully affected, the hips joints less so, and the head not at all.
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+** The connection between bones and skin sections is gradual: You assign weights how much each skin polygon is affected by any bone's motion. +
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+E.g. when the thigh bone moves, the leg is fully affected, the hips joints less so, and the head not at all.
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** jMonkeyEngine supports hardware skinning (on the GPU, not on the CPU).
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. *Keyframe Animation:* A keyframe is one recorded snapshot of a motion sequence.
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