* 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
3.0
sha..rd 14 years ago
parent 913d3ec963
commit 4079aeab5e
  1. 38
      engine/src/core/com/jme3/animation/package.html

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

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