Choice of modeller for animating characters

Hello!

I have a goal to model a character in a modelling tool, and then animate this model using jogl. For starters, I have created a small API that represents a skeleton which is made up of joints. With this API I can do basic joint manipulation (Ive also looked at odejava, but this seems a bit complicated for the moment). The joint API ive created works fine, its basically an unbalanced tree with joint objects as nodes, where i can rotate a joint, and all the children of the rotated joint will rotate in the same direction and so on. Alright, now I want to add a model around this skeleton, but this is worse then I initially imagined. Manipulating the skeleton is one thing, but manupulating the imported model with the skeleton is a whole different thing… Like, how would you know which part of the model to manipulate for each joint?

So I was wondering if some of you have any ideas regarding different modellers where models, skeletons and joints can be created, so that they can be animated using jogl. I have some experience in Milkshape 3D and Studio max, but my knowledge here is pretty basic. I know that in milkshape you could animate characters using joints and stuff, but this is rather “static”, I would rather want to manupulate the model in code any way i wanted (Like rotate joints any way I want and so on). Thats why I was wondering if some of you know of any modelling tools where you can create a model and a skeleton, then import this model and manipulate the model using jogl? Or is this very, very complicated? Is my thinking wrong here, for example, would it be easier to split the character into different parts, and then assign each part its own joint/bone?

Since Im mostly working in linux, how would something like blender work for this purpose, if anybody has experience with blender?

Thank you!

I recommend Milkshape as there’s only one bone per vertex which makes it faster to animate in code. Adjusting the skeleton in code, has nothing to do with building the model and assigning the skeleton.
If you want the skeleton to adjust to say walking up stairs etc. have a look at inverse kinematics (IK).
Also, blending multiple skeletal animations together (i.e. moving towards ladder and grabbing it you still have to do those animations in a modeller. So milkshape for skeleton/animation and code for everything else :slight_smile:

Thank you for the hints!

I will have a play around with inverse kinematics, as this looks really cool, and see what I can do with milkshape.

thanx!

Quick plug: I have a port of Cal3d for Java which handles multiple bone influences per vertex (much smoother blends) and can blend arbitrary anim cycles together. Currently it works for my rather hacked version of OpenMind & JOGL but most of the code should be easily refactored for another s/g.

You can find on www.shortfuze.co.uk/Fuze3D,Index.vm but email me if you seriously want to use it as I’ve got a new version nearly ready for release…

This stuff is amazing!

Havent yet tried your java-port of cal3d, but the demos at cal3d.sourceforge.net look just amazing! This is exactly the stuff I was looking for! I have a really buzy week coming up, but after that im certainly going to look into your cal3d port.

Yet again… This is just amazing. ;D Thanks a lot! Ive made a big note of this.