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jPCT - a 3d engine for Java => Support => Topic started by: hytparadisee on July 03, 2007, 01:18:00 pm

Title: (Urgent) Switching to 3DS for animation
Post by: hytparadisee on July 03, 2007, 01:18:00 pm
For those of you who've done the animation using concatenated 3DS files, I have questions that need to be confirmed.

1. Each 3DS file is used for/as a keyframe right?

2. Once animation keyframe is added and built correctly, the interpolation is done automatically by jpct right?

3. For each of the keyframe 3ds file exported, do i have to set keyframes in 3ds max? Or all i need is just make a pose, export it, then it will be used as a keyframe?

I need urgent answers thanks.
Title: Re: (Urgent) Switching to 3DS for animation
Post by: raft on July 03, 2007, 01:35:07 pm
for karga:

1. right
2. right
3. you decide which poses will be keyframes of jPCT animation. they dont need to be 3dmax keyframes. but keep in mind jPCT's interpolation method. for example if your avatar turns around 180 degrees you will need a couple of keyframes to animate that, otherwise interpolating between two opposite poses will give strange results

r a f t
Title: Re: (Urgent) Switching to 3DS for animation
Post by: hytparadisee on July 03, 2007, 02:21:40 pm
Thanks! The answers are more than enough. ;D
Title: Re: (Urgent) Switching to 3DS for animation
Post by: cyberkilla on July 05, 2007, 01:23:32 am
I just split each action into a set of keyframes(one 3ds file each),
and referenced them in an xml file for each 'model'.
Title: Re: (Urgent) Switching to 3DS for animation
Post by: hytparadisee on July 05, 2007, 04:03:41 am
I will most like jar them lol ;D.
Title: Re: (Urgent) Switching to 3DS for animation
Post by: cyberkilla on July 10, 2007, 11:13:41 pm
Yeh, i used zip files, because I already had utilities classes to do it quickly.