Author Topic: Animating in runtime  (Read 13735 times)

Offline idkm23

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Animating in runtime
« on: December 24, 2015, 05:16:49 pm »
In the ninja demo the animations have already been created. My end goal is to send joint-angles to a joint and bend it to that degree. I have been trying to get this to work, but I am somewhat lost. I keep finding that animations are done with prepared files that were made in blender or something else, but I want to animate the skeleton by just programmatically sending angles to the joints.

I believe the seymour demo has accomplished what I would like to do: https://www.youtube.com/watch?v=G3MLLsaKKxI&ab_channel=raft
I believe the skeleton helper may be useful: http://www.jpct.net/forum2/index.php/topic,3300.0.html
Will skeleton helper be of any use to me? Has anyone done something like this and could give me a little guidance? I would greatly appreciate it.

Offline raft

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Re: Animating in runtime
« Reply #1 on: December 27, 2015, 11:12:15 pm »
sorry for late answer. have a look at ProceduralAnimationSample it's the code of seymour demo. and yes SkeletonHelper will surely help a lot.

Offline idkm23

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Re: Animating in runtime
« Reply #2 on: December 28, 2015, 04:14:53 pm »
I downloaded the "Android demo application" on your page. Unfortunately, I did not find the 'ProceduralAnimationSample' in the application. The other android-studio version of the project also does not appear to have the 'ProceduralAnimationSample' file. Was the seymour demo application taken out? I appreciate your assistance.

Offline raft

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Re: Animating in runtime
« Reply #3 on: December 28, 2015, 04:24:52 pm »
you need to download the 'real' Bones ;) it has many samples and can be used as a desktop model viewer too. android demo is just a sample app built on top of that. you can find Bones in downloads section

Offline idkm23

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Re: Animating in runtime
« Reply #4 on: December 28, 2015, 06:16:45 pm »
I got it running, sorry about that. Thank you so much!