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.