69. JMONKEY ENGINE – 3D WORKFLOW After that you need to add JAVA_HOME environment variable for your system.Here some links for this step:http://confluence.atlassian.com/display/DOC/Setting+the+JAVA_HOME+Variable+in+Windowshttp://ist.berkeley.edu/as-ag/technology/howto/install-java-sdk-win.html
71. JMONKEY ENGINE – 3D WORKFLOW But alas, JME is still unhappy – - possible other system preferences on my machine - I decide to move on… I check the tutorials on the JME site to see how I need to export my Maya files to get them into JME. http://jmonkeyengine.org/wiki/doku.php/jme3#tutorials_for_beginners
73. JMONKEY ENGINE – 3D WORKFLOW jME likes files in XML format for animated scenes so for this I need the OGRE XML Exporter Plugin Then convert the XML files to j3o format in jME for use in jME… more installation fun…
74. JMONKEY ENGINE – 3D WORKFLOW Getting the required OGRE plugin for Maya www.orgemax.com
75. JMONKEY ENGINE – 3D WORKFLOW Getting the required OGRE plugin for Maya
76. JMONKEY ENGINE – 3D WORKFLOW Getting the required OGRE plugin for Maya
77. JMONKEY ENGINE – 3D WORKFLOW Getting the required OGRE plugin for Maya ERROR!!!
78. JMONKEY ENGINE – 3D WORKFLOW Getting the required OGRE plugin for Maya ERROR!!!
79. JMONKEY ENGINE – 3D WORKFLOW Getting the required OGRE plugin for Maya Copy the MLL plug-in file and paste it into the plug-in folder in your Maya directory
80. JMONKEY ENGINE – 3D WORKFLOW Getting the required OGRE plugin for Maya Program Files / Autodesk / Maya#### /bin /plug-ins
81. JMONKEY ENGINE – 3D WORKFLOW Getting the required OGRE plugin for Maya Restart Maya…. Pray a little…
82. JMONKEY ENGINE – 3D WORKFLOW Getting the required OGRE plugin for Maya Yey!
83. JMONKEY ENGINE – 3D WORKFLOW Getting the required OGRE plugin for Maya
84. JMONKEY ENGINE – 3D WORKFLOW Getting the required OGRE plugin for Maya The settings?... http://jmonkeyengine.org/wiki/doku.php/jme3:beginner:hello_asset
85. JMONKEY ENGINE – 3D WORKFLOW Getting the required OGRE plugin for Maya
86. JMONKEY ENGINE – 3D WORKFLOW Getting the required OGRE plugin for Maya
87. JMONKEY ENGINE – 3D WORKFLOW Getting the required OGRE plugin for Maya Errors on import to jME – this is why it needs to be optimized and converted to j3o format for use in JME or it produces runtime errors… … over to the Devs!!
88. BACK TO DEVS… Material image size Ogre export file names Different way to import the bear Mesh (test) J3o (production)
90. 3D WORKFLOW - JPCT-AE jPCT likes OBJ and MTL files OBJ are model files so to import an animation into jPCT we need to export an OBJ /MTL sequence from Maya.
91. 3D WORKFLOW - JPCT-AE http://www.creativecrash.com/maya/downloads/scripts-plugins/utility-external/export/c/obj-sequence-exporter
92. 3D WORKFLOW - JPCT-AE Copy the script file into Documents / Maya / 2010 /scripts
93. 3D WORKFLOW - JPCT-AE Load the script in the script editor in Maya
94. 3D WORKFLOW - JPCT-AE Load the script in the script editor in Maya
95. 3D WORKFLOW - JPCT-AE Execute using enter on numerical keypad / choose path / hit Export it!
96. 3D WORKFLOW - JPCT-AE This is what you get. Sequence of OBJ and MTL files.
97. BACK TO DEVS… InputStream objBear = am.open("bear.obj"); InputStream mtlBear = am.open("bear.mtl"); Object3D[] objs = Loader.loadOBJ(objBear, mtlBear, 4f);
Android is a software stack for mobile devices that includes an operating system, middleware and key applications.Android, Inc. was founded in Palo Alto, California, United States in October, 2003 by - Andy Rubin (co-founder of Danger), Rich Miner (co-founder of Wildfire Communications, Inc.), Nick Sears (once VP at T-Mobile),[24] Chris White (headed design and interface development at WebTV) to develop, in Rubin's words "...smarter mobile devices that are more aware of its owner's location and preferences.” Despite the obvious past accomplishments of the founders and early employees, Android Inc. operated secretively, revealing only that it was working on software for mobile phones.
Google acquired Android Inc. in August 2005, making Android Inc. a wholly owned subsidiary of Google Inc. Key employees of Android Inc., including Andy Rubin, Rich Miner and Chris White, stayed at the company after the acquisition.At Google, the team led by Rubin developed a mobile device platform powered by the Linux kernel. Google marketed the platform to handset makers and carriers on the premise of providing a flexible, upgradable system. Google had lined up a series of hardware component and software partners and signaled to carriers that it was open to various degrees of cooperation on their part.On November 5, 2007, the Open Handset Alliance, a consortium of several companies which include Broadcom Corporation, Google, HTC, Intel, LG, Marvell Technology Group, Motorola, Nvidia, Qualcomm, Samsung Electronics, Sprint Nextel, T-Mobile and Texas Instruments unveiled itself. The goal of the Open Handset Alliance is to develop open standards for mobile devices.[10] On the same day, the Open Handset Alliance also unveiled their first product, Android, a mobile device platform built on the Linux kernel version 2.6.
OpenGL (Open Graphics Library) is a standard specification defining a cross-language, cross-platform API for writing applications that produce 2D and 3D computer graphics. The interface consists of over 250 different function calls which can be used to draw complex three-dimensional scenes from simple primitives. OpenGL was developed by Silicon Graphics Inc. (SGI) in 1992 and is widely used in CAD, virtual reality, scientific visualization, information visualization, flight simulation, and video games. OpenGL is managed by the non-profit technology consortium Khronos Group.OpenGL for Embedded Systems (OpenGL ES) is a subset of the OpenGL
OpenGL for Embedded Systems (OpenGL ES) is a subset of the OpenGL 3D graphics application programming interface (API) designed for embedded devices such as mobile phones, PDAs, and video game consoles. OpenGL ES is managed by the not-for-profit technology consortium, the Khronos Group, Inc.OpenGL ES 1.0Contained much functionality stripped from the original OpenGL API and a little bit added. Two of the more significant differences between OpenGL ES and OpenGL are the removal of the glBegin ... glEnd calling semantics for primitive rendering (in favor of vertex arrays) and the introduction of fixed-point data types for vertex coordinates and attributes to better support the computational abilities of embedded processors, which often lack a floating point unit (FPU). Many other functions were removed in version 1.0 to produce a lightweight interface: for example, quad and polygon primitive rendering, texgen, line and polygon stipple, polygon mode, antialiased polygon rendering (with alpha border fragments, not multisample), ARB_Image class pixel operation functionality, bitmaps, 3D texture, drawing to the frontbuffer, accumulation buffer, copy pixels, evaluators, selection, feedback, display lists, push and pop state attributes, back-face material parameters, and user defined clip planes.OpenGL ES 1.1Adds to the OpenGL ES 1.0 functionality by introducing additional features such as mandatory support for multitexture, better multitexture support (with combiners and dot product texture operations), automatic mipmap generation, vertex buffer objects, state queries, user clip planes, and greater control over point rendering.OpenGL ES 2.0OpenGL ES 2.0 was publicly released in March 2007,[2] eliminates most of the fixed-function rendering pipeline in favor of a programmable one. Almost all rendering features of the transform and lighting pipelines, such as the specification of materials and light parameters formerly specified by the fixed-function API, are replaced by shaders written by the graphics programmer. As a result, OpenGL ES 2.0 is not backward compatible with OpenGL ES 1.1.
Texas Instruments OMAP (Open Multimedia Application Platform) is a category of proprietary system on chips (SoCs) for portable and mobile multimedia applications developed by Texas Instruments. OMAP devices generally include a general-purpose ARM architecture processor core plus one or more specialized co-processors. Earlier OMAP variants commonly featured a variant of the Texas Instruments TMS320 series digital signal processor.
jMonkeyEngine: jMonkey Engine (jME) is a leading Java Based 3D Game EnginejMonkey Engine (jME) is a high-performance 3D game engine, written entirely in Java. OpenGL is supported via LWJGL, with JOGL support in development. For sound, OpenAL is supported. Input via the keyboard, mouse, and other controllers is also supported.jPCT-AE(Android Edition) is a port of jPCT to Android. It’s a port, not just a new renderer for the normal version of jPCT to be more suitable for the Android platform. jPCT is a free, small, fast and easy to learn 3D engine for Java. It offers support for software and hardware rendering. jPCT offers you all the features you need to write a cool looking 3D game or application in Java in a short time. There is no need for an extra library for collision detection or a seperate GUI package to replace Swing/AWT.
jMonkeyEngine (jME) is a game engine made especially for modern 3D development. The entire project is based on Java for high accessibility. Advanced graphics are supported through OpenGL 2 via LWJGL.The technology is considered a low-level game development tool. As a collection of libraries, jMonkeyEngine hardly imposes any limitations on programmers, while increased user-friendliness and optional frameworks are applicable in use with the jMonkeyPlatform.jME is a community-centric open source project released under the new BSD license. It is used by several commercial game studios and educational institutions.------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------2003 Initial work on jMonkeyEngine was begun by Mark Powell (aka MojoMonkey) as a side project to see if a fully featured graphics API could be written in Java. Much of the early work on the API was inspired by David Eberly's C++ book 3D Game Engine Design.January 2004 Mark was joined by Joshua Slack (aka Renanse) and together over the following two years, with the help of other community contributors, a commercially viable API was developed.August 15, 2008 Joshua Slack announces to step back from active development of the jMonkeyEngine------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------jMonkeyEngine 3.0 Since the departure of jME's core developers in late 2008 the codebase remained practically stagnant for several months. The community kept committing patches, but the project was not moving in any clear direction. Version 3.0 started as nothing more than an experiment. The first preview release of jME3 in early 2009 created a lot of buzz in the community, and the majority agreed that this new branch would be the official successor to jME 2.0. From there on all the formalities were sorted out between the previous core developers and the new. The jME Core Team is now composed of six committed individuals.June 24, 2009 The project sees a new beginning in the official jMonkeyEngine 3.0 branch, initially designed and developed solely by Kirill Vainer. Management responsibilities are picked up by ErlendSoggeHeggen, shortly later accompanied by Skye Book.May 17, 2010 The first Alpha of jMonkeyEngine 3 is released. The same date marked the first Alpha release of the jMonkeyPlatform, only a few months after the first planning stages.[11] It was released as the "jMonkeyEngine SDK" and has since become the default product download recommended to all jME3 developers.
jPCT is a free, small, fast and easy to learn 3D engine for Java and Android. It offers support for software and hardware rendering.jPCT-AE (Android Edition) is a port of jPCT to Android. It's a port, not just a new renderer for the normal version of jPCT to be more suitable for the Android platform.