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Sorry, but modelling watdd really dies require you to read a lit of matgematical papers. The libraries you mentioned either have no or just very small to do with phisical simulation. Threejs? 3d graphics engine. Easeljs? 2d graphics library. Try to search for a mkre advanced physics library (I doubt there's one for javascript though.


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This can all be done in the Controller. All you need to do is create another state. In my example I created a walk and walk backwards: The walk state is just the walking animation, it takes in a float parameter called "Speed" and transitions from idol when speed is greater than zero. The walk backwards state, which is simply the walk animation played ...


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Judging from the documentation on the Animation class in slick, it looks like some of your parameters are incorrect. frames - The sprite sheet containing the frames x1 - The x coordinate of the first sprite from the sheet to appear in the animation y1 - The y coordinate of the first sprite from the sheet to appear in the animation x2 - The x ...


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I would assume that most (popular) 3D model formats are basically just storing coordinate positions for all the vertices that make up the model. They probably also store texture/theming information about each polygon (that is formed by combining 3+ vertices) For games, we will almost exclusively use triangles for the final geometry (although for ...


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They pretty much store the coordinates in a binary file What you described here is the COLLADA file format, or one of the morph formats (md1, md2, md4, etc.). COLLADA Collada supports animations by storing skeletal information about each state. It also needs to store weight information too. Because Collada is made to be a human-friendly format, it's ...


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First of all if you don't already know the basics of Java, you should learn them first. :) When you have, you will need some kind of graphics library. I know that LWJGL is a good graphics library. LWJGL Link :) According to some people over at stack overflow, Minecraft was made with this. But, as I said it's probably best (if you don't already know ...


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I had this same problem so I went to configure it manually. When I selected the Head transform in Unity to assign it to the Avatar, it told me that the Head bone wasn't a child of the Chest bone. I changed this in Blender and when I came back, Mecanim accepted it.


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In Unity, Animations are bound by name, so if you change the name of any object, or move the object to a different parent (thereby changing the path), the animation will break. Do not attempt to use a 'find and replace' feature with a text editor, as this is known to cause corruption. Luckily, Unity has a built-in (though somewhat hidden) API for editing ...


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You would need to know the angle to the element from the spectator, so, if you have A | | \aº| |bº\ | | \| | B where the lines marked with pipes "|" are the "facing" directions, the diagonal is the "attack line", aº is the angle between B sight and A (-30deg) and bº is the angle between A sight and B (-30deg). You had to add the angles to see the ...


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I managed this stuff in love-2d: Here how i've done anim.started=false anim.curFrame=0 anim.accum = 0 function anim:update(dt) if anim.started then anim.accum = anim.accum+dt if anim.accum > anim.frameTime then anim.accum = anim.accum-anim.frameTime if anim.aType=="loop"then ...


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Add a timer to keep track of your elapsed time. Take a look at the following: float Timer; const float FRAMES_PER_SECOND = 20; const float TIMER = 1 / FRAMES_PER_SECOND; void Init() { Timer = TIMER; } public void Update(GameTime gametime) { float elapsed = (float)gametime.ElapsedGameTime.TotalSeconds; Timer -= elapsed; if (Timer <= ...



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