Genisis (1) and Java

nekollxnekollx Posts: 0
edited December 1969 in Art Studio

Working on a game in Java 7, and for the 3d bits i'm using the JAva Money Engine (http://jmonkeyengine.org/) I would like to use Genisis for the actors but was wondering who had experience with Genisis and Java and how hard or easy is it to morph a model procedurally in Java.

Comments

  • Richard HaseltineRichard Haseltine Posts: 100,956
    edited December 1969

    Remember that if you are going to distribute the game, and it includes 3D data derived from DAZ content, you need a Game Developers License.

  • nekollxnekollx Posts: 0
    edited December 1969

    That's part of my plan but first i need to so how viable it is to USE daz Content, if it cant be used resonably easy then i might as well comission 3d artis to make model that are Java compatible

  • Lord_AshesLord_Ashes Posts: 91
    edited December 1969

    I have not used the Java program that you are refering to but I would imagine that unless you can actually process the DAZ file structure then you would need to do something like this:

    1. Open DAZ Studio
    2. Select and figure and add clothing and props
    3. Export the results into an OBJ file or similar
    4. Open in 3D Editor such as Hexagon or Anim8or
    5. Delete all but the desired body part (cut off at the joints) and save result
    6. Repeat 5 for each join

    This will result in a DAZ figure broken into individual joints. Now you can load the various parts to allow you to pose the figure inside your program. Unless the Java code provides similar functionality as DAZ in terms of stretching meshes you may need to insert ball points into the mesh so that, for example, when the lower arm rotates at the elbow you do not get gaps.

    A while back I wrote a framework for WebGL that allows doing a similar thing, it even implemented object bone heirarchy so that if you moved the upper arm all parts joined to that (i.e. lower arm, hand, etc) would automatically also move.

    Obviously if all you need is for the figure to stand there idle (i.e. no animation) then all you need to do is steps 1 to 3 since you don't need to break the figure into its individual bones.

  • nekollxnekollx Posts: 0
    edited December 1969

    so what java engines have you used wEbGL, it might be possible, since it's all java to just combine the two

  • Lord_AshesLord_Ashes Posts: 91
    edited June 2013

    Actually I didn't use Java.

    My WebGL framework was all based on Javascript running within the web page.

    However, if you want to use the framework as a starting point then you should be able to download it from:

    http://webtable.byethost15.com/WebGL/index.html

    It is still a work in progress but I have not had time to work on it recently. However, you can see, if you use a WebGL compatible web browser, that I have a simple figure (nowhere near a DAZ figure) that is animated and you can play with the various joints if you turn automatic animation off.

    The framework also has support for importing a couple of different file formats. I believe OBJ is one of them but if not just download Anim8or (www.anim8or.com) which is a free 4MB program (that includes the documentation) and you can convert OBJ into whatever format the Framework needs. I know Anim8or can definitely export at least one compatible format because that was the program I was using when I was working on the framework.

    Post edited by Lord_Ashes on
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