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"path": "/t/scenemax3d-ide-wip/49439#post_18",
"publishedAt": "2026-04-12T05:10:22.000Z",
"site": "https://hub.jmonkeyengine.org",
"tags": [
"@capdevon",
"@sgold",
"MonkeyWrench",
"Animation import"
],
"textContent": "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.\nImport flow:\nSelect any animation file\nPreview it against any of your models - see that it works as expected\nClick on “import” - it will be converted to j3o file under resources/animations - ready to be used in your game\nIn 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:\n\n\n fighter.**headspin_start**\n\n\nIn the demo below I imported a Mixamo “HeadSpin_Start.fbx” file and applied it on 3 different model instances at run-time.\n\nAnimation import\n\nPerformance 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.\nNow we have an animation import which is more user-friendly than Unity’s\n\nTechnical note: MonkeyWrench uses jme3-lwjgl3 while the IDE uses LWJGL version 2 (jme3-lwjgl) so the import process is done in another isolated process",
"title": "SceneMax3D IDE (WIP)"
}