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We are in fact doing animations. But there are not skin n'n' bones,
yet. Simple articulated system. The actual test model is a
.flt AT-AT from Star Wars. The model is 997 polys. Interestingly
enough, in Friday's lecture I will be demo-ing Java3D morphing vs. skinning
in Java3D, using the GeometryUpdater interface...
The model is VERY optimized and well organized with the minimum possible Shape3D and nodes. Something in our setting the tranforms is not jiving and the performance is dropping through the floor. But "many a slip 'tween and cup and a lip", finding where the problem is proving to be quit complex because we are using our custom loader, custom behavior execution, the animation code, JNI, and then Java3D... David wrote: Shawn... As usual it sounds like you guys are up to something interesting. Did you post that your crew are attempting animations? I don't suppose these are bone and mesh animations? I have not attacked that problem yet, so I am interested in learning anything you guys might figure out. Dave Yazel --
Shawn Kendall
Full Sail Real World Education
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- [JAVA3D] Setting Transforms Shawn Kendall
- Re: [JAVA3D] Setting Transforms David
- Re: [JAVA3D] Setting Transforms Shawn Kendall
- Re: [JAVA3D] Setting Transforms Markus Junginger
