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I've invested a lot of time into understanding how skeletal animation works, diving into the Blizzard file formats, contributing to the WoW dev wiki about what I've found, etc. Beyond that, if someone has a solution to the problem I'm describing please let me know. With that said, if anyone is interested in seeing the code it's posted at the above URL. It is only after that point that the model distorts depending on the animation frame sequence.
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Again, it displays the desired frame CORRECTLY. Despite my best efforts, once the model is displayed the first time (at ANY time in the animation sequence) it deforms horribly. I've made the + and - keys tied to moving forward in the animation or moving backward in the animation. My test application that I've written loads a model successfully, creates the bone structure, attaches it and transforms the model according to the animation. So with that out of the way, I've reached a point where I'm banging my head against the wall.
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I've reworked most of it to be better documented, and have chosen to make it more readable as opposed to making it more efficient. "Most" of the code is mine and mine alone, though I've borrowed some code pertaining to decoding the BLP files. As I mentioned above, I'm quite new to 3D graphics although I am an extremely seasoned Java engineer. I did it for several reasons, not the least being trying to understand how a successful company implements their models inside of a graphics engine.
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So why did I do this? Well, contrary to what some might say, I didn't do it to use Blizzard's models in some project I'm doing. I've posted the project on Google Code here: I've done as good as I can to get it to where I'm at now, but don't expect much. First, I'm fairly new at 3D modeling, and very new at using jMonkeyEngine. So I've started working on a model viewer for viewing WoW Models (from M2 files).
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