I've just used a walk and stand animaton with sub sequences up till now and everything was working fine. However I set up a jump, where the characters size is quite a bit different. He's scrunched down now getting ready to leap. Jpct makes garbage out of the model. If I set the default model that loads at the start as the jump model, then it looks all right, but the stand and walk animations turn into garbage.
edit: I might get that worked out by using more gradual changes, I'm not sure. But I'm also getting an error for too many key frames defined when I get to the sixth one with this code:
Mouse = loadModel("data/stand.3ds",1);
// Object3D Mouse;
Mouse.translate(0, -5, 0);
// Mouse.createTriangleStrips();
TextureManager tm = TextureManager.getInstance();
Texture tex=new Texture("data/fur.jpg");
tm.addTexture("fur", tex);
tex = new Texture("data/red.jpg");
tm.addTexture("red", tex);
Mouse.setTexture("fur");
world.addObject(Mouse);
Animation mouse = new Animation(5);
mouse.createSubSequence("walk");
mouse.addKeyFrame(loadModel("data/walk2.3ds",1).getMesh());
mouse.addKeyFrame(loadModel("data/walk3.3ds",1).getMesh());
mouse.addKeyFrame(loadModel("data/walk4.3ds",1).getMesh());
mouse.addKeyFrame(loadModel("data/walk1.3ds",1).getMesh());
mouse.createSubSequence("stand");
mouse.addKeyFrame(loadModel("data/jump.3ds",1).getMesh());
mouse.addKeyFrame(loadModel("data/jump2.3ds",1).getMesh());
The last key frame gives me that error. Doesn't seem like very many. I was planning on using quite a few more animations.
OH DUH!!! I forgot I defined the animation size. I'll get back on if the more gradual animations helped.
If keyframes are too different, the results will look very strange. That's only natural, because you can't interpolate _ to | without at least some inbetween frames and expect it to look good. Also make sure that your vertices match, i.e. what is vertex x in frame a has to be vertex x in frame b, or otherwise, hell breaks loose... ;D
Yeah, it's working better with an extra frame in the jump.