Tutorial: Creating models in 3dsMAX and Render via JPCT-Bones

From JPCT
Jump to: navigation, search

JPCT-Bones can be used for rendering Skeleton Model and the workflow can be described as follow:

  • step_1 : Create a Skeleton Model;
  • step_2 : Export the model;
  • step_3 : Rendering;

So, for this tutorial, I will teach you how to do step by step:

  • Create a Skeleton Model via 3ds Max;
  • Export the model via OgreMax(Plugin) and script of Bones;
  • Render via JPCT-Bones;

Ok , here we go ~

Platform you need

Create Model and Bones

  1. Create a new file;
  2. Select the “Create” tab > “Geometry” > “Cylinder”;
  3. Draw a cylinder, let's say with 6 height segments and check the “Generate Mapping Coords”;
  4. Click “Create” tab > “Systems” > “Bones”;
  5. Add some bones in the center of the cylinder;
  6. Select the cylinder, right click it and click “Convert To:” > “Convert to Editable Mesh”;
  7. Click the “Modify” tab > “Modifier List” and add the “Skin” modifier;
  8. Beneath “Bones:” click “Add” and select all of your bones;

Create the Animation

  1. Select the cylinder, and click “Display” tab > “Freeze Selected” so it is easier to select the bones during animation;
  2. enable the “Auto Key” mode;
  3. The first key frame will be created automatically. Move the animation track slider to frame 5;
  4. Move the selected bones a bit. The cylinder mesh will be deformed;
  5. Create some additional key frames. You may also select more bones and move or rotate them. (for example, I’ve created 25 frames);
  6. After creating the animation, disable the “Auto Key” mode;

OgreMax Settings and Export

  1. Open the “OgreMax” > “Scene Settings” dialog from the menu;
  2. In the “Meshes” tab, enable “Export XML Files” and disable “Export Binary Files” and “Export Vertex Colors”;
  3. Click the “Environment” tab and uncheck “Export Environment Settings”;
  1. While having the cylinder selected, open the “OgreMax”> “Object Settings” dialog from the menu;
  2. Open the “Mesh Animations” tab and select type “Skeleton”, “Export Skeleton” : “Yes”;
  3. Below “Mesh Animations” click the “Add…” button;
  4. Assign a name to the track, maybe “Cylinder”. The track type must be “Skin. Set the right “Start/End Frames” for your animation;
  5. Hit ok and you will see the animation in the table;
  1. While having the cylinder selected, open the “OgreMax”> “Global Settings” dialog from the menu;
  2. Check the Up Axis to Z , (if you select Up Axis to Y, something weird will happen);
  3. Finishing all setting above, click “OgreMax” > “Export” >”Export Scene” to export xxxxxx.scene;
  4. And then, you'll get xxxxxx.mesh.xml and xxxxxx.skelten.xml files;

xxxxxx.bones exporting

JPCT-Bones can only render format with .bones, so we need to transfer again from .xml to .bones via the script from JPCT-Bones ;

  1. Copy xxxxxx.mesh.xml and xxxxxx.skelten.xml into “./Bones/script/”
  2. Transfer this two files to .bones file(xxxxxx.bones) via Command Line Interface;

Example:

   jmeOgreImporter -out xxxxxx.bones -in xxxxxx.mesh.xml

Rendering

You can test your model( xxxxxx.bones ) with the Android demo application.

Links

for more information please visit Here~