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@@ -23,11 +23,8 @@ What is required for an animated model? (<<jme3/terminology#Animation,See also:
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Unless you download free models, or buy them from a 3D artist, you must create your animated models in an *external mesh editor* (for example, Blender) yourself.
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Unless you download free models, or buy them from a 3D artist, you must create your animated models in an *external mesh editor* (for example, Blender) yourself.
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-* <<sdk/blender#,Converting Blender Models to JME3 (.J3o files)>>
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-//* link:http://www.youtube.com/user/aramakara[Video Series: Creating models in Blender, OgreMax, 3dsMax]
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-* link:http://www.youtube.com/watch?v=NdjC9sCRV0s[Video: Creating and Exporting OgreXML Animations from Blender 2.61 to JME3 ]
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-* link:https://docs.google.com/fileview?id=0B9hhZie2D-fENDBlZDU5MzgtNzlkYi00YmQzLTliNTQtNzZhYTJhYjEzNWNk&hl=en[Scene Workflow: Exporting OgreXML scenes from Blender to JME3]
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-* link:https://docs.google.com/leaf?id=0B9hhZie2D-fEYmRkMTYwN2YtMzQ0My00NTM4LThhOTYtZTk1MTRlYTNjYTc3&hl=en[Animation Workflow: Create Animated UV-Mapped OgreXML Models in Blender, and use them in JME3]
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+* <<jme3/features#supported-formats,Supported External File Types>>
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+* <<jme3/external/blender#,Creating assets in Blender3D>>
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* link:http://www.youtube.com/watch?v=IDHMWsu_PqA[Video: Creating Worlds with Instances in Blender]
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* link:http://www.youtube.com/watch?v=IDHMWsu_PqA[Video: Creating Worlds with Instances in Blender]
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What is required in your JME3-based Java class?
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What is required in your JME3-based Java class?
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@@ -85,7 +82,7 @@ To reset a Control, call `control.clearChannels()`.
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=== Skeleton Control
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=== Skeleton Control
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-The Skeleton control deforms a model according to a skeleton. Use it to attach other geometries to your model such as clothing, weapons, accessories or a particle emitter effect. You access the control the same way as you would the AnimControl.
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+The Skeleton control deforms a model according to a skeleton. Use it to attach other geometries to your model such as clothing, weapons, accessories or a particle emitter effect. You access the control the same way as you would the AnimControl.
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.Control resides in the main node of your model
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.Control resides in the main node of your model
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[source,java]
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[source,java]
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