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SceneMax3D IDE (WIP)

jMonkeyEngine Hub April 12, 2026
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Inspired by @capdevon 's efforts to import FBX animations I tried to do the same for the IDE project. The idea was to make it as easy & fun as possible to import single animations from Mixamo (or other sources as well) and use them in your games whenever you like on any model you have (given that it is uses the new animation system and have meaningful/standard joint names). To achieve that - I used @sgold’s MonkeyWrench library. Import flow: Select any animation file Preview it against any of your models - see that it works as expected Click on “import” - it will be converted to j3o file under resources/animations - ready to be used in your game In your program use it regularly the same as if it was a bundled animation in your model for example if you imported an animation called headspin_start play it by typing:

fighter.**headspin_start**

In the demo below I imported a Mixamo “HeadSpin_Start.fbx” file and applied it on 3 different model instances at run-time.

Animation import

Performance note: while the animation file parsing and optimization happens in design-time, the run-time does the retargeting process for the first time then it is cached and works as if the animation bundled in the model in the first place. I plan to optimize it to make it faster. Now we have an animation import which is more user-friendly than Unity’s

Technical note: MonkeyWrench uses jme3-lwjgl3 while the IDE uses LWJGL version 2 (jme3-lwjgl) so the import process is done in another isolated process

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