So far, I have been writing posts describing how I figured, ported or implemented something. I got a few questions about how to use the code, so I plan to write short tutorials from time to time.
1) downloaded the mesh.
First post is about my findings during creating animated mesh and getting it rendered on iPhone using Opengl ES 2.0 and AppAnimKit. Note that the code should work also on Nokia N9 (Harmattan MeeGo), Ubuntu, Mac OS X.
Here is the result of the steps described in the tutorial:
Here is what I did:
Here is what I did:
I have downloaded this one from http://www.3dmodelfree.com/models/22496-4.htm#1. Note that there are many cute models available there, and also note that they are not for commercial use. I would like to credit the author, but the only thing I could find is that the model is uploaded 3 years ago. If someone knows more about the author of or if it is possible to get author name from 3ds file,… appreciate the help.
The columbine.3ds model contains a mesh, no armature and is not not animated. With ~ 100k vertices it was rather too complex to render on N9 and iPhone. I imported it to Blender from 3ds file.
The model I'm using is using vertex paint to render the model. Rendering using vertex groups is not yet implemented in AnimKit. UV texture works - if your model get's displayed white, you should pull the latest version - plan to push fix later this week.
2) polyreduce (and triangulate)
I find that Blender 2.49b polyreducer script works better then to apply Decimate modifier - which is the approach if using Blender 2.57. So, open mesh in Blender 2.49b, select it, go to Edit mode, select all vertices or only area you want to polyreduce, right mouse button to open menu, from Scripts submenu select Polyreducer. If using per vertex coloring (like I do in this case) disable "Interpolate vertex colors" as result would look fuzzy. I have applied the script several times and video above presents mesh with ~3000 vertices.
3) Smooth normals
While in Blender 2.49b select to Smooth normals. I'm typing this while commuting and don't know out of my head in which button area the toggle is. I could not find this option in Blender 2.57 and, if not set, AnimKit loader would spend noticeable amount of time on startup computing (smoothening) normals.
4) Create armature
Adding armature to mesh start by placing cursor to a dot inside or under the mesh where you want your topmost bone to appear. For this I returned to Blender 2.57. I use term topmost with the meaning "the parent of all other bones". Press space and select Armature. then extrude bones - there are multiple tutorials available about it. To extrude legs and arms use mirror extruding (Shift+E). With Blender 2.57 this option is hidden in Tools toolbar - go to Armature edit mode, open Tools toolbar (Ctrl+T) and check X Axis Mirror Editing. This enables Shift+E - otherwise Shift+E behaves like standard extruding (when pressing E).
5) Prepare bone influence before parenting armature to mesh
Show bones as envelopes and try to scale envelopes (bone effect area) to cover parts of mesh you wish them to affect. With current version of Animkit it is good not to leave mesh areas that are not under bone influence. I plan to open an issue/push patch about this once I get time to debug it. If later you see parts of the mesh stretched to the mesh centre, it is a sign you need to come back to this step.
6) parent the mesh to the armature. Select automatic weights.
7) Start creating animation (create action)
Go to pose mode. Open one DopeSheet view and switch to Action Editor. Add an action. Make sure timeline cursor is on frame 1.
8) Add key
rotate and translate tail bone to extreme position on the left. Press I to insert key.
9) Add one more key
move the time slider and position the tail as in initial position. Press I to add another key.
10) Add one more key
add symmetrical position to position in step 8). It is an extreme position with tail on right.
11) Finish animation editing (more keys)
copy 9) and 8) keys to get full cycle of tail going 8(left) -> 9(down) -> 10(right) -> (down) -> (left). After this I opened timeline view, set animation length to length of the cycle in 11) and could see animation rendered in Blender.
12) use file from C++ code.
I saved the file and changed the demo code from Blu.blend to use my mesh. Don't forget to add the file to build target (has to be in the bundle).
13) Contributing patch upstream (gamekit)
There were few minor issues as initially I could not see animation running. It was a nice experience to start collaboration with Ervin and Xavier from gamekit project - getting a minor fix for animation not playing in AnimKit upstream code: just opened an issue and attached the patch. Fix got in AnimKit soon after that. Few other related patches I plan to "pull" to https://github.com/astojilj/astojilj_animkit/tree/ios later this week, but the code there should already be OK.