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    -
  1. For each model, you have to segment the model into a skeleton (bone rigging).
    +
  2. For each model, you have to segment the model into a skeleton (bone rigging).
  3. -
  4. For each motion, you have to specify how the animation distorts parts of the model (skinning).
    +
  5. For each motion, you have to specify how the animation distorts parts of the model (skinning).
  6. -
  7. For each animation, you have to specify a series of snapshots of how the bones are positioned (keyframes).
    +
  8. For each animation, you have to specify a series of snapshots of how the bones are positioned (keyframes).
  9. One model can contain several animations. You give every animation a name when you save it in the mesh editor.
  10. @@ -62,7 +62,7 @@ What is required in your JME3-based Java class? - +

    Code Samples

    - +

    Controlling Animations

    - +

    The Animation Control

    @@ -100,7 +100,7 @@ Create one com.jme3.animation.AnimControl object in your JME3 appli playerControl.addListener(this); // add listener
    - +

    Animation Channels

    @@ -121,7 +121,7 @@ To reset a Control, call control.clearChannels();

    - +

    Animation Control Properties

    @@ -152,7 +152,7 @@ removeListener(animEventListener)
    clearListeners() Adds or removes listeners to receive animation related events.
    -
    +
    @@ -173,7 +173,7 @@ removeAnim(boneAnim)getAnimationLength("anim")
    AnimControl PropertyUsage
    Adds or removes an animation from this Control.Returns the length of the given named animation in seconds
    -
    +
    @@ -187,9 +187,9 @@ removeAnim(boneAnim)getAttachmentsNode("bone")
    AnimControl PropertyUsage
    Adds or removes an animation from this Control.Returns the attachment node of a bone. Attach models and effects to this node to make them follow this bone's motions.
    - + - +

    Animation Channel Properties

    @@ -218,7 +218,7 @@ The following properties are set per AnimChannel. setTime(1.3f); Fast-forward or rewind to a certain moment in time of this animation.
    - +

    The following information is available for a channel. @@ -244,7 +244,7 @@ The following information is available for a channel. getControl()The AnimControl that belongs to this AnimChannel. - +

    Use the following methods to add or remove individual bones to an AnimChannel. This is useful when you play two animations in parallel on two channels, and each controls a subset of the bones (e.g. one the arms, and the other the legs). @@ -270,9 +270,9 @@ addToRootBone(bone1) Add a series of bones to be influenced by this ani addFromRootBone(bone1) Add a series of bones to be influenced by this animation channel: Add all bones, starting from the given root bone, going towards the children bones. - + - +

    Playing Animations

    @@ -290,14 +290,14 @@ Animations are played by channel. Note: Whether the animation c The float value specifies the time how long the animation should overlap with the previous one on this channel. If set to 0f, then no blending will occur and the new animation will be applied instantly.
    - +

    Tip: Use the AnimEventLister below to react at the end or start of an animation cycle.

    - +

    Usage Example

    @@ -324,7 +324,7 @@ In this short example, we define the space key to trigger playing the "Walk };
    - +

    Animation Event Listener

    @@ -340,7 +340,7 @@ This optional Listener enables you to respond to animation start and end events,

    - +

    Responding to Animation End

    @@ -369,7 +369,7 @@ You have access to the following objects: }
    - +

    Responding to Animation Start

    @@ -398,5 +398,5 @@ You have access to the following objects }
    - -

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    \ No newline at end of file diff --git a/sdk/jme3-documentation/src/com/jme3/gde/docs/jme3/advanced/application_states.html b/sdk/jme3-documentation/src/com/jme3/gde/docs/jme3/advanced/application_states.html index 7b1f61053..3f693ff1e 100644 --- a/sdk/jme3-documentation/src/com/jme3/gde/docs/jme3/advanced/application_states.html +++ b/sdk/jme3-documentation/src/com/jme3/gde/docs/jme3/advanced/application_states.html @@ -62,20 +62,20 @@ You can! This is what AppStates are there for. An AppState class is subset of (o

    -Each AppState lets you define what happens in the following situations: +Each AppState lets you define what happens to it in the following situations:

    @@ -86,7 +86,7 @@ Each AppState has its own update loop, which hooks into the main simpleUpdate()

    - +

    Usage

    @@ -105,9 +105,11 @@ To implement game logic: -
  11. Attach the AppState to the AppStateManager (stateManager.attach(myAppState);).
    +
  12. Create and attach the AppState to the AppStateManager (stateManager.attach(myAppState);) and initialize it.
  13. -
  14. Activate and deactivate (unpause and pause) the AppStates that you need.
    +
  15. Enable and disable (unpause and pause) the AppStates that you need during the game.
    +
  16. +
  17. Detach the AppState from the AppStateManager (stateManager.detach(myAppState);) and clean it up it.
@@ -117,7 +119,7 @@ When you add several AppStates to one Application and activate them, their initi

- +

Code Samples

@@ -137,7 +139,7 @@ JME3 comes with a BulletAppState that implements Physical behaviour (using the j
- +

AppState

@@ -182,9 +184,9 @@ stateDetached(asm)The AppState knows when it is attached to, or detache postRender()Called after all rendering commands are flushed, including your optional customizations. (Typically not used.)
- + - +

AbstractAppState

@@ -247,7 +249,7 @@ Definition: }
- +

Pausing and Unpausing

@@ -257,7 +259,7 @@ You define what an AppState does when Paused or Unpaused, in the setEnable

- +

AppStateManager

@@ -277,7 +279,7 @@ The com.jme3.app.state.AppStateManager holds the list of AppStates for an applic getState(MyAppState.class)Returns the first attached state that is an instance of a subclass of MyAppState.class.
- +

The AppStateManager's render(), postRender(), cleanup() methods are internal, ignore them, users never call them directly. @@ -297,12 +299,12 @@ The AppStateManager's render(), postRender(), cleanup() method - +

Best Practices

- +

Communication Among AppStates

@@ -318,7 +320,7 @@ You can use custom accessors to get data from AppStates, to set data in AppState
this.app.getStateManager().getState(MyAppState.class).doSomeCustomStuffInThisState();
- +

Initialize Familiar Class Fields

@@ -349,5 +351,5 @@ public class MyAppState extends AbstractAppState { }
- -

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+

+THIS DEMO IS OUT OF DATE AND NEEDS CORRECTING + +

+ +

+ + + +

THIS DEMO IS OUT OF DATE AND NEEDS CORRECTING FOR NOW PLEASE SEE

+
+ +

+ +

+ +

+Note: this tutorial needs to be fixed and is currently not correct. One should almost never override stateDetached and stateAttached??? and should certainly never do anything scene related in them. +

+ +

This demo is a simple example of how you use AppStates to toggle between a StartScreen and a SettingsScreen (press RETURN) while the game is paused, and start the game by switching to a GameRunning state (press BACKSPACE).

There are four files, Main.java, GameRunningState.java, StartScreenState.java, SettingsScreenState.java. +

- +

Main.java

package chapter04.appstatedemo;
@@ -108,7 +130,7 @@ public class Main extends SimpleApplication {
  
- +

GameRunningState.java

package chapter04.appstatedemo;
@@ -200,7 +222,7 @@ public class GameRunningState extends AbstractAppState {
 }
- +

SettingsScreenState.java

package chapter04.appstatedemo;
@@ -289,7 +311,7 @@ public class SettingsScreenState extends AbstractAppState {
 }
- +

StartScreenState.java

package chapter04.appstatedemo;
@@ -378,5 +400,5 @@ public StartScreenState(SimpleApplication app){
 }
- -

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