* Fix some formatting issues in com.jme3.animation package.html
git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@7588 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
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@ -1,4 +1,4 @@
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
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<html>
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<head>
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@ -17,21 +17,21 @@ looped, combined, transitioned, etc.
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<p>
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<code>
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// Create or load a model with skeletal animation:<br/>
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Spatial model = assetManager.loadModel("...");<br/>
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<br/>
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// Retrieve the AnimControl.<br/>
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AnimControl animCtrl = model.getControl(AnimControl.class);<br/>
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<br/>
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// Create an animation channel, by default assigned to all bones.<br/>
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AnimChannel animChan = animCtrl.createChannel();<br/>
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<br/>
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// Play an animation<br/>
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animChan.setAnim("MyAnim");<br/>
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// Create or load a model with skeletal animation:<br>
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Spatial model = assetManager.loadModel("...");<br>
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<br>
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// Retrieve the AnimControl.<br>
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AnimControl animCtrl = model.getControl(AnimControl.class);<br>
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<br>
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// Create an animation channel, by default assigned to all bones.<br>
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AnimChannel animChan = animCtrl.createChannel();<br>
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<br>
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// Play an animation<br>
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animChan.setAnim("MyAnim");<br>
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</code>
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<br/>
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<br>
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<h3>Skeletal Animation System</h3>
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<br/>
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<br>
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<p>
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jME3 uses a system of bone-weights: A vertex is assigned up to 4 bones by which
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it is influenced and 4 weights that describe how much the bone influences the
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@ -43,10 +43,10 @@ The BoneIndex buffer must be of the format <code>UnsignedByte</code>, thus
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placing the limit of up to 256 bones for a skeleton. The BoneWeight buffer
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should be of the format <code>Float</code>. Both buffers should reference 4
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bones, even if the maximum number of bones any vertex is influenced is less or more
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than 4.<br/>
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than 4.<br>
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If a vertex is influenced by less than 4 bones, the indices following the last
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valid bone should be 0 and the weights following the last valid bone should be 0.0.
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The buffers are designed in such a way so as to permit hardware skinning.<br/>
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The buffers are designed in such a way so as to permit hardware skinning.<br>
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<p>
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The {@link com.jme3.animation.Skeleton} class describes a bone heirarchy with one
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or more root bones having children, thus containing all bones of the skeleton.
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@ -54,7 +54,7 @@ In addition to accessing the bones in the skeleton via the tree heirarchy, it
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is also possible to access bones via index. The index for any given bone is
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arbitrary and does not depend on the bone's location in the tree hierarchy.
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It is this index that is specified in the BoneIndex VertexBuffer mentioned above
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, and is also used to apply transformations to the bones through the animations.<br/>
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, and is also used to apply transformations to the bones through the animations.<br>
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<p>
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Every bone has a local and model space transformation. The local space
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transformation is relative to its parent, if it has one, otherwise it is relative
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@ -66,12 +66,12 @@ animated. To set the bind pose for the skeleton, set the local (relative
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to parent) transformations for all the bones using the call
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{@link com.jme3.animation.Bone#setBindTransforms(com.jme3.math.Vector3f, com.jme3.math.Quaternion) }.
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Then call {@link com.jme3.animation.Skeleton#updateWorldVectors() } followed by
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{@link com.jme3.animation.Skeleton#setBindingPose() }. <br/>
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{@link com.jme3.animation.Skeleton#setBindingPose() }. <br>
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<p>
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Animations are stored in a HashMap object, accessed by name. An animation
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is simply a list of tracks, each track describes a timeline with each keyframe
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having a transformation. For bone animations, every track is assigned to a bone,
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while for morph animations, every track is assigned to a mesh.<br/>
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while for morph animations, every track is assigned to a mesh.<br>
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<p>
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</body>
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