[UNSOLVED] 3D Models and Animation

I have done some research about 3d models and how to animate them.

I have found out that Wavefront obj is rather easy to read and render and 3DS is a lot harder.

Making the models is not a huge problem, neither is rendering them.

But can anybody give me hints on how to animate Wavefront obj models? I don’t completely understand how to use Wavefront obj, to make animated models.
It seems that using Wavefront OBJ is the best way to create animated models in JOGL.

Any tips/suggestions are welcome.

Greetings,
Cyrus

i dont think that wavefront obj models have support for animations.

you might have a look at the collada or md5 formats.

I am completely lost, not a little bit lost, no, i’m now completely lost.

I have done today research on COLLADA, MD5, MD3, MD2, MS3D, 3DS, OBJ, CAL3D, almost every 3d file format around.

I’m super confused.
I cannot find a JOGL Loader for any animated models.

I do not know what to do =(

What should i do, if i want to learn about 3d animated models in JOGL?

Well, i can’t tell you about animators, but i just finished building my own JOGL loader for Obj and Blk file types today, that loads them into a JOGL scene in 3D where they can be animated. I’ve yet to actually translate animation data in terms of say morphing or camera data though. Dunno if that’s the kind of thing you mean.

Why not using JMonkey ?
There is all you need to load animated model and it can work over jogl.

I can build my own OBJ Loader too, the actual problem is the animation. For example, with Collada, you can assign a skeleton to your model, and make an animated Collada model, and load it to JOGL and you have an animated 3d model in JOGL.

I have already tried to use JMonkey, but i didn’t understand how to use it. I couldn’t find the source code or an API Description.
Also they say that JMonkey doesn’t work with JOGL, yet.

JMonkey uses LWJGL instead (although I think they’re working on a JOGL implementation). That shouldn’t really matter to you, their performance is very similar and with JMonkey you’re not touching the underling GL code usually so there’s no problem there. The main difference is that LWJGL uses its own native windowing (I think).

As for not being able to find the source or API, you must not have looked hard enough. I found the source and many easy to understand tutorials with links on the home page (although I think to get the source you have to use subversion (but they have an easy tutorial on how to get that too)).

[quote]As for not being able to find the source or API, you must not have looked hard enough. I found the source and many easy to understand tutorials with links on the home page (although I think to get the source you have to use subversion (but they have an easy tutorial on how to get that too)).
[/quote]
True, i haven’t done extensive research on JME, but i don’t want to use JME, so that makes sense XD

But i have done some research on using JME through LWJGL, which talkes back to JOGL, but that already sounded super inefficient.

I have read about “Duke Bean’em”, and i have the Collada model loader that was used there, too bad it doesn’t support animations.

But i’m going to write my own Collada model loader with animations. When i have succesfully written the model loader, i’ll put the source on my website.

Anyway,
has anybody every heard about: JCollada?

http://www.youtube.com/watch?v=yvKxQq__Wi8 <-- Youtube vid on JCollada

http://www.xquaker.com/projects_jc.html <-- I cannot click the download, lol

It seems to me that that is one nice library to have. But for some reason the guy put it offline.