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Bones / Bones - Skeletal and Pose animations for jPCT
« on: January 06, 2010, 11:45:01 pm »
Bones is a animation API for jPCT. It supports skeletal and pose animations. It's aimed to be small library with no additional dependencies where possible.
Bones can be found at its home page. The download pack contains the source code, necessary libraries, Eclipse project files and a few demo applications. It's definitely free software with a "Do whatever with it" license.
Note: As the API evolved, following information is not exactly correct anymore. Please refer to Bone's home page for up to date information.
Bones initially loads skinning information via Ardor3D's Collada loader. Out of this information, a series of SkinnedObject3D's are constructed. They have mesh data, textures coordinates and skinning information. It's enough to set their textures and call build() to prepare them to be added into a jPCT world.
After this initial loading, they can be saved in a compact form. Saved objects can be later reloaded with loader, with no dependencies to Ardor3D
At the moment, the project is at "Proof of Concept" state. Skinning and mesh deformation works, but skeleton poses can only be created programmatically. Hence it's not really useful for games at the moment. This is so since, Ardor3D's loader only support this much at the moment. As they progress, Bones will progress..
Cheers
r a f t
Edit: Updated the link with some code cleanup and documentation.
Edit2: Updated title and description to reflect changes in the API
Bones can be found at its home page. The download pack contains the source code, necessary libraries, Eclipse project files and a few demo applications. It's definitely free software with a "Do whatever with it" license.
Note: As the API evolved, following information is not exactly correct anymore. Please refer to Bone's home page for up to date information.
Bones initially loads skinning information via Ardor3D's Collada loader. Out of this information, a series of SkinnedObject3D's are constructed. They have mesh data, textures coordinates and skinning information. It's enough to set their textures and call build() to prepare them to be added into a jPCT world.
After this initial loading, they can be saved in a compact form. Saved objects can be later reloaded with loader, with no dependencies to Ardor3D
At the moment, the project is at "Proof of Concept" state. Skinning and mesh deformation works, but skeleton poses can only be created programmatically. Hence it's not really useful for games at the moment. This is so since, Ardor3D's loader only support this much at the moment. As they progress, Bones will progress..
Cheers
r a f t
Edit: Updated the link with some code cleanup and documentation.
Edit2: Updated title and description to reflect changes in the API