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jme-animation-fsm

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Requirements

  • jmonkeyengine - A complete 3D game development suite written purely in Java.
  • Minie - A physics library for JMonkeyEngine.
  • jdk8+

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Bug report / feature request

The best way to report bug or feature request is github's issues page.

Why this project?

jme-animation-fsm extends the standard jMonkeyEngine animation workflow with a lightweight and modular animation state machine system inspired by modern game engine animators.

Highlights

  • Finite State Machine based animation flow
    Organize character logic into states and transitions instead of manual animation switching.

  • Blend Trees
    Smoothly blend animations using parameters such as speed or direction.

  • Animation Layers & Avatar Masks
    Combine upper-body and lower-body animations independently (for example: running while aiming).

  • Hierarchical State Machines
    Build complex animation logic using nested state machines while keeping transitions manageable.

  • State Behaviours
    Attach gameplay-related callbacks to animation states (onEnter, onUpdate, onExit).

  • Built on top of jMonkeyEngine animation system
    Integrates with AnimComposer and existing jME animation workflows instead of replacing them.

  • Code-driven and extensible
    Designed for developers who prefer full control through Java code without requiring a visual editor.

Project Scope

This project is intended as an experimental and extensible foundation for advanced character animation systems in jMonkeyEngine.

It is not a full replacement for AAA animation graph tools such as Unity Animator or Unreal Animation Blueprints, but it aims to provide many of the same core concepts in a lightweight open-source form.

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Finite state machine for animation made with jMonkeyEngine

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