You might want to make the arm as seperate transform groups.  Under
each transform group you would have one or more Shape3D's which define that
arm segment.  I would probably define a new set of classes to handle the
special transforms needed by the arm segments, possibly derived from
TransformGroup.  You could have properties of this class control the range
of motion and axis of movement.  I would also define a method which can
actually calculate the pivoting transformation, which is probably a rotate
and translate change to keep the endpoint centered on the socket.  Then
invoke this from a behavior or create an interpolator.  Picking the segment
is easy once you have the shapes separated into seperate groups.

        Dave Yazel

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