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MD5ImporterThis importer imports MD5 format into Java Monkey Engine with its own skeletal animation system. It fully supports jME Savale interface. Updates05/11/2009 MD5Importer Concurrent version 1.1 for jME2.0 release. 05/10/2009 MD5Importer Concurrent version 1.0 for jME2.0 release. MD5Importer ... [More] for jME2.0 and jME1.0 version 1.3 release. 08/07/2008 MD5Importer jME1.0 and MD5Importer jME2.0 version 1.2.4 both Java6 and Java5 release. 08/07/2008 MDViewer jME2.0 version 1.2.0 release. 07/22/2008 MD5Importer jME1.0 and MD5Importer jME2.0 version 1.2.3 both Java6 and Java5 release. 07/07/2008 MD5Importer jME1.0 and MD5Importer jME2.0 version 1.2.2 both Java6 and Java5 release. 06/19/2008 MD5Importer jME1.0 and MD5Importer jME2.0 version 1.2.1 Java5 release. 06/11/2008 MD5Importer jME1.0 and MD5Importer jME2.0 version 1.2.1 release. 06/10/2008 MD5Importer jME1.0 and MD5Importer jME2.0 version 1.2.0 release. 06/09/2008 MD5Importer jME1.0 and MD5Importer jME2.0 quick fix. 06/09/2008 MD5Importer jME1.0 v1.1.0 and MD5Importer jME2.0 v1.1.0 released 05/28/2008 MD5Viewer v1.1.1 released 05/27/2008 MD5Viewer v1.1 released 05/21/2008 MD5Viewer released 05/03/2008 Performance boost 05/02/2008 MD5Importer jME1.0 v1.0.1 and MD5Importer jME2.0 v1.0.0 released Current VersionsMD5Importer Concurrent jME2.0 - v1.1 MD5Importer jME2.0 - v1.3 MD5Importer jME1.0 - v1.3 Please check out the source code from svn for the lastest version and example tests. SVN URLMD5Importer Concurrent https://md5importer.googlecode.com/svn/trunk/md5importer-concurrent MD5Importer jME2.0 https://md5importer.googlecode.com/svn/trunk/md5importer-jME2.0 MD5Importer jME1.0 https://md5importer.googlecode.com/svn/trunk/md5importer-jME1.0 Current Features1. Concurrent update - Allows the animation and mesh geometry update process to be performed in a separate thread from the rendering thread to enhance performance and more importantly scalability. Assuming there is enough computing power available, executing multiple character updates cost roughly the same as executing a single character update. 2. Skeletal animation 3. Texturing - Basic texturing using jME ResourceLocatorTool. 4. Animation fading - Allows smooth fading between two animations. 5. jME Savable - Allows saving loaded model into binary format for distribution. 6. Dependent child - Allows a loaded ModelNode to share its parent's skeleton during animation. This allows artists to create one single skeleton and skin meshes such as changable armor pieces on it. When export the these armor pieces, you do not have to worry about seperating the skeleton at all. All you need to do is export each piece of armor with the entire skeleton structure all together. Then after loading that armor piece, use attachDependent(ModelNode) method to add the newly loaded piece to an existing piece (chestArmor.attachDependent(headArmor)). 7. Animation speed control - Allowing you to directly control the speed of the animation. This can be useful when you want to play your animation in slow motion or fast motion mode. Think of Matrix 8. Animation repeat type - Inherit jME controller's repeat types. This includes wrap, clam and cycle modes. 9. Fast cloning - Allows fast cloning of ModelNode and JointAnimation. This allows users to clone models and animations in a matter of milliseconds for multiple entities use. Fast cloning is about 10 times faster than jME CloneImportExport. 10. Normal sharing - Allows vertices with same geometric location to share the same normal vector. 11. Special texture extension support - Allows user to specify texture extension to be used when loading binary exported mesh. Known issuesNone. DiscussionDiscussion here [Less]

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This program will help you visualize different algorithms (example: sorting) and data structures (example: binary search tree). You should see changes in the data structure during execution of an algorithm, in the form of an animation. Hopefully this will make it easier to understand algorithms and ... [More] data structures.. Another purpose/use of this project is to learn different classes and functions offered by OpenSceneGraph. $ make g++ -Wall -g -c main.cpp g++ -Wall -g -c btnode.cpp g++ -Wall -g -c scenegraph.cpp g++ -Wall -g -c commandline.cpp g++ -Wall -g -c callback.cpp g++ -Wall -g -L/usr/local/lib -losg -losgDB -losgViewer main.o btnode.o scenegraph.o commandline.o callback.o -o binarytree $ ./binarytree --help Usage: binarytree [options...] To visualize binary tree enter few numbers ending with -1. Example Input: 5 4 6 3 7 2 8 1 9 10 -1 Options: --simple Simulate simple binary search tree. --rb Simulate Red-Black binary search tree. -h, --help Display this help information and exit. Following are sample inputs and corresponding screen shots taken at the end of animation. $ ./binarytree --simple Enter Input (-1 to end): 1 2 3 4 5 6 7 8 9 -1 Animating simple binary search tree. Animation successfully completed. $ ./binarytree --rb Enter Input (-1 to end): 1 2 3 4 5 6 7 8 9 -1 Animating simple binary search tree. Animation successfully completed. You are welcome to review the source code. For more information about code review feature, please see: http://code.google.com/p/support/wiki/CodeReviews End Of Description. [Less]

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  0 reviews  |  0 users  |  549 lines of code  |  0 current contributors  |  Analyzed 6 days ago
 
 

Brainbugz is a set of Maya nodes which allow you to control particles using common artificial life techniques.

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  0 reviews  |  0 users  |  5,126 lines of code  |  0 current contributors  |  Analyzed about 20 hours ago
 
 

This is a quick and dirty port of the Cal3D skeletal animation library I put together over winter break (originally in C++.) This is very much a work-in-progress. Part of the motivation of this is purely academic; I am aware that the excellent papervision3D team is working on skeletal animation ... [More] support via Collada models. Speed wise this leaves much to be desired; hopefully it can be improved in future revisions. The library makes use of Polygonal Labs Data Structures, available at: http://lab.polygonal.de/ds/ The cal3D library itself is 3D engine agnostic; the Cally demo uses papervision3D to display all models. Currently the library only supports XML files. A live demo is available at: http://www.cs.uiowa.edu/~jfries/cally/cally.html [Less]

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I want to create an open source inverse kinematics library and several tools that use this library(character importing, exporting, bone creation, editing). The library hopefully will be implemented in C++, C# and Java and if I find additional help in any language.

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  0 reviews  |  0 users  |  0 current contributors  |  Analyzed 4 days ago
 
 

Curl Advanced UIDownloadSourceForge.net NOTE: The source code has been moved to Sourceforge.net. http://sourceforge.net/projects/curl-advancedui/ FunctionalitiesCurl Advanced UI libraries are Curl APIs to implement the cool application UI. The following functionalities are included in those ... [More] APIs. Carrousel, Slide ScrollBox Auto Complete TextField Cube Frame (3D Frame) FishEye Menu Animation View Mouse Gesture Events Event Manager Customized Controls (TextField, ComboBox, CommandButton) ... etc Contributers:This code is implemented by the following contributes. Contribute Role Hitoshi Okada Leader, Developer Yohei Yoshida Developer Masaki Kodan Developer Hiroki Mino Developer Naoto Miyazaki Developer Tian Deng Developer Akira Mori Developer Hideki Omatsu Developer Minoru Asegawa Developer Yucai Zhang Developer Rui Ye Developer Carl Stern Mentor Takeshi Yamamoto Mentor Nao Okamoto Mentor The detail information of Curl Advanced UI will be posted on Curl developer center. Demos:demos System Requirements:Curl RTE6.0.x NOTE:Those APIs are still prototypes. We will release as beta soon. [Less]

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  0 reviews  |  0 users  |  223 lines of code  |  0 current contributors  |  Analyzed 4 days ago
 
 

An animation studio designed for movie making.

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Kairos³ is a Lowra extension that mainly rework on the transitions package, it’s offer a new way to handle animations in your projects. The main idea behind that project is that when we build animations in our games, sites, or applications, the speed of animations may changes according to the ... [More] browser and/or the computer performances. Why not having a framerate-independant animation system ? Where tweens, movieclips and games routines always run at the same speed, even if framerate is different than the compiled one. To do that, all animated objects include a time bias in their algorithm. Basically, at each frame, objects compute animations according to the last frame duration. In that way, animations are not define in terms of unit/frames as we used to do, but as unit/seconds. [Less]

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  0 reviews  |  0 users  |  6,821 lines of code  |  0 current contributors  |  Analyzed 3 days ago
 
 

The Blender Foundation is an independent organisation (a Dutch 'stichting'), acting as a non-profit public benefit corporation, with the following goals: To establish services for active users and developers of Blender To maintain and improve the current Blender product via a public ... [More] accessible source code system under the GNU GPL license To establish funding or revenue mechanisms that serve the foundation's goals and cover the foundation's expenses To give the worldwide Internet community access to 3D technology in general, with Blender as a core [Less]

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This is where I store all my code to my flash/flex/AS(3) work, that is shown on my web site (http://www.harrynorthover.com). I (Harry Northover) am a 15 year old web designer/developer. I am mainly interested in developing Flash, C++ and seem to like experimenting with motion graphics and 3D. My ... [More] current and all time favorite 3D engine for flash is Away3D (http://www.away3d.org) I blog about all my findings while developing for the web or desktop, so there hopefully is quite a lot of content! Here is my central place for all my classes and open-source projects. Harry Northover -http://www.harrynorthover.com [Less]

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  0 reviews  |  0 users  |  1,863 lines of code  |  0 current contributors  |  Analyzed 4 days ago
 
 
 
 

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