将Blender动画加载到libGDX
嗨,Blender&libGDX大师 我正在尝试将blender动画加载到android应用程序的libGDX中。所以我用Blenders动作编辑器创建了一个动画,我将其导出为.fbx格式。然后我运行了fbx conv工具来创建一个.G3DB文件。然后,我继续使用modelLoader将该文件上传到libGDX中 一切似乎都正常(我没有收到任何错误消息),只是屏幕是空白的我看不到任何动画或模型 我已经在运行kitkat的三星galaxy平板电脑、运行棉花糖的nexus手机和模拟器上运行了这段代码,但结果相同 我浏览了教程,正在使用一些代码上传我的一个搅拌机模型。我还是搞不清楚,我需要帮助才能弄清楚 任何帮助都将不胜感激 以下是搅拌机文件的链接: 这是我在libGDX中上传模型的代码。我基本上是在使用教程中的代码将Blender动画加载到libGDX,libgdx,blender,Libgdx,Blender,嗨,Blender&libGDX大师 我正在尝试将blender动画加载到android应用程序的libGDX中。所以我用Blenders动作编辑器创建了一个动画,我将其导出为.fbx格式。然后我运行了fbx conv工具来创建一个.G3DB文件。然后,我继续使用modelLoader将该文件上传到libGDX中 一切似乎都正常(我没有收到任何错误消息),只是屏幕是空白的我看不到任何动画或模型 我已经在运行kitkat的三星galaxy平板电脑、运行棉花糖的nexus手机和模拟器上运行了这段代码
@Override
public void create () {
// Create camera sized to screens width/height with Field of View of 75 degrees
camera = new PerspectiveCamera(
75,
Gdx.graphics.getWidth(),
Gdx.graphics.getHeight());
// Move the camera 5 units back along the z-axis and look at the origin
camera.position.set(0f,0f,7f);
camera.lookAt(0f,0f,0f);
// Near and Far (plane) represent the minimum and maximum ranges of the camera in, um, units
camera.near = 0.1f;
camera.far = 300.0f;
camera.update();
// A ModelBatch to batch up geometry for OpenGL
modelBatch = new ModelBatch();
// Model loader needs a binary json reader to decode
UBJsonReader jsonReader = new UBJsonReader();
// Create a model loader passing in our json reader
G3dModelLoader modelLoader = new G3dModelLoader(jsonReader);
// Now load the model by name
// Note, the model (g3db file ) and textures need to be added to the assets folder of the Android proj
model = modelLoader.loadModel(Gdx.files.getFileHandle("AnimatedLowPolyHorseStageFenced_Ver5.g3db", Files.FileType.Internal));
// Now create an instance. Instance holds the positioning data, etc of an instance of your model
modelInstance = new ModelInstance(model);
//fbx-conv is supposed to perform this rotation for you... it doesnt seem to
modelInstance.transform.rotate(1, 0, 0, -90);
//move the model down a bit on the screen ( in a z-up world, down is -z ).
modelInstance.transform.translate(0, 0, -2);
// Finally we want some light, or we wont see our color. The environment gets passed in during
// the rendering process. Create one, then create an Ambient ( non-positioned, non-directional ) light.
environment = new Environment();
environment.set(new ColorAttribute(ColorAttribute.AmbientLight, 0.8f, 0.8f, 0.8f, 1.0f));
environment.add(new DirectionalLight().set(0.8f, 0.8f, 0.8f, -1f, -0.8f, -0.2f));
// You use an AnimationController to um, control animations. Each control is tied to the model instance
controller = new AnimationController(modelInstance);
// Pick the current animation by name
controller.setAnimation("Armature|ArmatureAction",1, new AnimationListener(){
@Override
public void onEnd(AnimationDesc animation) {
// this will be called when the current animation is done.
// queue up another animation called "balloon".
// Passing a negative to loop count loops forever. 1f for speed is normal speed.
//controller.queue("Armature|ArmatureAction",-1,1f,null,0f);
}
@Override
public void onLoop(AnimationDesc animation) {
// TODO Auto-generated method stub
}
});
}
@Override
public void resize(int width, int height) {
super.resize(width, height);
}
@Override
public void render () {
Gdx.gl.glViewport(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
//Gdx.gl.glClearColor(1, 1, 1, 1);
Gdx.gl.glClear(GL20.GL_COLOR_BUFFER_BIT | GL20.GL_DEPTH_BUFFER_BIT);
// For some flavor, lets spin our camera around the Y axis by 1 degree each time render is called
// You need to call update on the animation controller so it will advance the animation. Pass in frame delta
controller.update(Gdx.graphics.getDeltaTime());
// Like spriteBatch, just with models! pass in the box Instance and the environment
modelBatch.begin(camera);
modelBatch.render(modelInstance, environment);
modelBatch.end();
}
当使用fbxconv转换为G3DB时,您会收到警告, “网格包含具有零骨骼权重的顶点” 请尝试以下步骤: -向混合添加新骨骼 -将其连接到非动画(或所有)顶点 -转口及转换 如果仍然收到警告,请重复,但将新骨骼连接到所有顶点 我知道这是一个老问题,但我最近遇到了一个类似的问题,这个问题解决了