> My current solution is, I export a snap shot of a skeleton animation and
save
> it as an obj file. I then have a utility I created which loads obj files
and
> combines them into a morph, then I save that to a j3f file. I had to edit
the
> j3f file io code, because morphs are broken, so that it can load morphs,
plus
> I created a stripped down jar version so that the size is not that large
for
> the web, I may create an even smaller version later by getting rid of the
> saving code, so as to decrease the load time of the jar file itself.
>
> So basicly I export a bunch of obj files for the morph animation and
combine
> them, and save them to a j3f file, then load the j3f file and grab the
morph
> object and manipulate it. These objects have texture mapping on them.
>
> Leyland Needham
well, wouldn't this lead to huge datas saved in the j3f (btw i found nothing
about j3f on the web - where can i get some informaation about ..?)
because you save the objects arrays - or at least the vertex and normal
arrays of it - for every "KeyFrame" in the file for morphing form one to
one...
or have i understood s.th. wrong ?
so, my idea - will be testing that next time - is to save model data once in
the file + the animation data like rotations for a group of vertices of the
mesh, then calculate the vertex- and normalarray for the next KexFrame "on
the fly" and morph to it (of course now looping that)
the only problem, is to get this - e.g. the skeletal animation - mixed up
with a face animation for talking, because therefore the i need the
vertices/normals of all the KeyFrames..
greetings
Michael Nischt
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