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Armature.saveBindPose
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How to use
saveBindPose
method
in
com.jme3.anim.Armature

Best Java code snippets using com.jme3.anim.Armature.saveBindPose (Showing top 4 results out of 315)

  • Common ways to obtain Armature
private void myMethod () {
Armature a =
  • Codota IconJoint[] jointList;new Armature(jointList)
  • Smart code suggestions by Codota
}
origin: jMonkeyEngine/jmonkeyengine

  armature.saveBindPose();
} else if (qName.equals("animation")) {
  animClips.add(animClip);
origin: jMonkeyEngine/jmonkeyengine

armature.saveBindPose();
skeletonArmatureMap.put(skeleton, armature);
origin: jMonkeyEngine/jmonkeyengine

armature.saveBindPose();
origin: jMonkeyEngine/jmonkeyengine

armature.saveBindPose();
com.jme3.animArmaturesaveBindPose

Javadoc

Saves the current Armature state as its bind pose. Note that the bind pose is supposed to be the one where the armature is aligned with the mesh to deform. Saving this pose will affect how skinning works.

Popular methods of Armature

  • <init>
    Creates an armature from a joint list. The root joints are found automatically. Note that using thi
  • update
    Update all joints sin this Amature.
  • applyBindPose
    This methods sets this armature in its bind pose (aligned with the mesh to deform) Note that this is
  • applyInitialPose
    Applies the initial pose to this armature
  • computeSkinningMatrices
    Compute the skinning matrices for each bone of the armature that would be used to transform vertices
  • createSkinningMatrices
  • getJoint
    returns the joint with the given name
  • getJointCount
    returns the number of joints of this armature
  • getJointIndex
    returns the joint index of the joint that has the given name
  • getJointList
  • getRoots
    returns the array of all root joints of this Armature
  • instanciateJointModelTransform
  • getRoots,
  • instanciateJointModelTransform,
  • saveInitialPose

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