loading animation help

Started by mownage, March 13, 2014, 07:44:38 PM

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mownage

I am curious to know, how do most people do animation on jPCT-AE?

I have read the wiki guide (http://www.jpct.net/wiki/index.php/Loading_3ds_Keyframes_from_Blender) - using 3ds model keyframes to create an animation. But I am not very good with 3ds and blender.

I downloaded a 3ds model which included animation files in .dae and .fbx format (I believe these are the animation files - correct me if I am wrong) . Is it possible for me to actually directly use these files in my code or will I have to go through another process in order to use it?

EgonOlsen

No, you can't use them directly. But you should be able to use the dae format (which is from Collada, not 3ds) in combination with Bones (http://www.jpct.net/wiki/index.php/Main_Page#Bones_for_jPCT.2FjPCT-AE).

mownage

#2
Quote from: EgonOlsen on March 13, 2014, 08:17:38 PM
No, you can't use them directly. But you should be able to use the dae format (which is from Collada, not 3ds) in combination with Bones (http://www.jpct.net/wiki/index.php/Main_Page#Bones_for_jPCT.2FjPCT-AE).

I know this is a stupid question but... Do I use bones to load my 3ds model + animation and then export it to a format which can be used for my jPCT-ae project?
Or is bones an addition to jPCT which is used to build animation files onto my project?
Or.. have I got a completely wrong view on what Bones does and is used for?

(I saw this - http://aptalkarga.com/bones/ , just would like some clarification on this)

EgonOlsen

Kind of both. You load your animation in Collada to Orge format (NOT 3ds) and let Bones convert it into it's own format. That file can can be loaded and animated in the app by...Bones. So it actually does both things. However, you don't have to use it. You can, if it's sufficient, use keyframe animation either created frame by frame in some editor or by loading an md2 file.

mownage

Quote from: EgonOlsen on March 13, 2014, 09:49:03 PM
Kind of both. You load your animation in Collada to Orge format (NOT 3ds) and let Bones convert it into it's own format. That file can can be loaded and animated in the app by...Bones. So it actually does both things. However, you don't have to use it. You can, if it's sufficient, use keyframe animation either created frame by frame in some editor or by loading an md2 file.

I understand, thank you very much!