Report:
Referring to Problem 1: Messed up keyframe animation after polygon reduction:Try:
a) Take default object without keyframes and do polygon reduction
b) duplicate this "master" mesh 'n' times (n = amount of keyframes) and rotate/ translate subcomponents of the mesh to get the desired keyframes (e.g. rotating the front wheels to the left and right)
c) create one mesh out of all subcomponents, doing that once per mesh duplicate
d) Export each frame as separate 3ds-file, Serializing, zipping and load to the jpct-AE World
result:
- the object shapes of the mesh and it's different keyframes are loaded correctly, but the subcomponents that alter between the keyframes are textured in a wrong cracky way while animating (so the chassis and back wheels are textured correctly, but the front wheels doesn't )
- although the textures are connected to the shape of each single subobject correctly, because if i load each one in a separate Object3D then everything seems to be fine
-> animation.setInterpolationMethod(Animation.KEYFRAMESONLY) doesn't helped
Is there a way to switch off interpolation between master object and its keyframes (or its duplicates)?
Reffering to Problem 2: Out of Memory when restarting/ close Activity after Animation allocationTry:
a) make nearly every class member static and disable some object-destruction and 'nulling'
effect: OOM disappears for a while, but objects are not reseted correctly (some objects are still there others are gone -> very strange)
b) make some more changes referring to code structure and several statements
result: OOM is back
----> now I gonna try to track the source of error with the help of the Eclipse Memory Analyzer Tool,
so stay tuned!
ps: every hint of 'how to get rid of OOM errors' would be nice and helpful!
EDIT:
quickly found a possible reason for the appearing of the OOM error - the texture that contains all GUI elements might be too big
I think I open a new thread, because this could be basic topic with a short answer (
linked here)