> 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.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
Left as an exercise for the student? ;)
Being a Java 3D newbie, can you go into how to pick a particular object? Or
at least point me to the particular classes one might use and I'll go study
the API?
This sounds like a cool project - one I might try just for fun.
Mike Bandy
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