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Bones / [SOLVED] playing animations on the fly and physics on the skeleton
« on: February 29, 2012, 07:21:42 pm »
Hi,
I'm coding a live wallpaper with skeleton animations, but I have some memory problems (out of memory exception), I understood why. The file. bone is a serialized Java object that contains all the animations, my set of animations is too big to be loaded into memory. So is there a way to read and play through a data stream, a keyframe or set a keyframe on the fly? if so what classes should I use?
I have another question, I added some physics stuff on some bones in my skeleton (dynamic hair motion), it works perfectly, but I changed the SkeletonPose class adding my physical stuff to make it work . I would move my code in my own package, especially in order to not re-edit the library for each future updates, so what classes should I use to move joints during an animation?
Thank you for your help
I'm coding a live wallpaper with skeleton animations, but I have some memory problems (out of memory exception), I understood why. The file. bone is a serialized Java object that contains all the animations, my set of animations is too big to be loaded into memory. So is there a way to read and play through a data stream, a keyframe or set a keyframe on the fly? if so what classes should I use?
I have another question, I added some physics stuff on some bones in my skeleton (dynamic hair motion), it works perfectly, but I changed the SkeletonPose class adding my physical stuff to make it work . I would move my code in my own package, especially in order to not re-edit the library for each future updates, so what classes should I use to move joints during an animation?
Thank you for your help