We never tried to run it as an applet.  All we needed at the time was a
stand-alone application running locally on the machine.  Making it an
applet was in the future plans.  But I understand that most people who
tried to do something like that had the same problem...

--- Siau Tan Long <[EMAIL PROTECTED]> wrote:
> Are you using VRML97 to load your vrml model?
> Did you get it running as applet in the browser?
> How?
> I always get this:
> java.security.AccessControlException: access denied
> (java.lang.RuntimePermission createClassLoader)
>
>
>
>
> ----- Original Message -----
> From: "Paraskevas Orfanides" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Wednesday, January 17, 2001 11:05 PM
> Subject: Re: [JAVA3D] How to REALLY get humanoid content into a Java3D
> application?
>
>
> > I actually have been working in a team with a similar project for the
> last
> > year.  Programming th humanoid wasn't quite my project, however, I did
> > construct the graphics.  We used Poser4 to construct the human.  From
> there
> > I exprorted it in 3ds formmat.  For the purpose of our program, we
> wanted
> > each part (i.e. UpperArm, ForeArm, Head, Torso, etc) to be one object,
> > while the joints were defined with one point.  Then we could handle the
> > movement by rotating the body part around its joint.  This was done in
> > 3dmax.  After putting the body-parts in the right hierarchy, this
> worked
> > very well, but it CAN be slow.  I should mention, though, that our
> program
> > needed only one humanoid of very good quality (a few THOUSANTS
> vertices).
> > After trying several formats, we concluded that VRML97 was the best.
> > However, we never tried the 3ds loader itself.
> > In any case, the power of 3dmax is great, and if you can see yourself
> > modifying graphics in the future, I would highly recommend that you get
> it.
> >  I think it's worth its money.  It can export in many different formats
> and
> > you can always download add-ons to export in even more!  Also, it's
> capable
> > of doing anything you want!  However, if you are interested in
> designing
> > humanoids, Poser4 is certainly easier to use and faster.  Its powers
> are
> > very limited, but you can create new high-poly models in no time.
> Again,
> I
> > would recommend, though, that you first export these models to 3dmax
> and
> > use the "optimize" tool on them about 3 or 4 times.  This will take
> > polygons that are approximately lined up and connect them while getting
> rid
> > of excess vertices.  You can easily take a 4000+ model and make a ~1500
> > vertices model just by clicking a button a few times!
> > Anyway, if you tell me how you would like your humanoid to be
> constructed
> > (i.e. bones&skin, parts and joints, a plain model with textures, or
> > anything else), I might be able to construct something for you so that
> you
> > test it out.  However, I have been having problems with it recently, so
> I
> > may need to take some time until I fix it before I can send you
> anything...
> > Paris
> >
> > --- "Rudolf J.C. Buijs" <[EMAIL PROTECTED]> wrote:
> > > Hi Dave, John et al. -
> > >
> > > Thanks for all the replies. They are very helpful. I gather that you
> are
> > > using 3dmax to define your models. And either StarFire's 3ds loader
> or a
> > > custom file loader to get them into Java3D.
> > >
> > > Is there any way I could get my hands on a sample humanoid model
> (incl
> > > textures) to see if I can actually import it? I can only justify
> > > purchasing
> > > max if I can demonstrate that it's suitable for our purpose and worth
> the
> > > investment.
> > >
> > > How do you like 3dmax for this purpose? Will I need any other add-ons
> or
> > > tools? Or does anyone have other good (& cheaper) experiences?
> > >
> > > Any feedback is greatly appreciated.
> > >
> > > Many thanks - Rudolf
> > >
> > >
> > > -----Original Message-----
> > > From: Discussion list for Java 3D API
> > > [mailto:[EMAIL PROTECTED]]On Behalf Of John Wright
> > > Sent: Tuesday, January 16, 2001 14:35
> > > To: [EMAIL PROTECTED]
> > > Subject: Re: [JAVA3D] How to REALLY get humanoid content into a Java
> > > 3Dapplication?
> > >
> > >
> > > Dave,
> > >
> > > >From what I experienced in Everquest their zones outright crash with
> 175
> > > to 200 players (they did a year ago, they seem better now).  I'm not
> > > sure how much level of detail they are doing to know how many
> humanoids
> > > might actually be visible at a time.  I'd agree with you that even
> with
> > > a top end machine if there are about 30-40 humanoids within view the
> > > frame rate becomes "unacceptable".  I'm hoping that with good level
> of
> > > detail adjustments we could actually support a player seeing an
> "army"
> > > of 50 or 100 marching.  Again I agree that communications issues are
> > > more likely a limitation than our 3D rendering.
> > >
> > > - John
> > >
> > > "Yazel, David J." wrote:
> > > >
> > > > Yes true.  We have hopes to do level of detail and dynamically
> adjust
> > > the
> > > > smoothness of the animation as the number of animated characters
> > > increase.
> > > > Already our own "shapes" have built in progressive meshing in that
> for
> > > any
> > > > shape we can ask for it to adjust to N percent of its total
> complexity.
> > > > Since the progressive mesh collapse order is pre-calculated and the
> > > vertices
> > > > re-ordered to match, it is extremely fast.  In my experience
> everquest
> > > can't
> > > > handle more than about 40 characters at one time with exceptable
> frame
> > > > rates, and you have to turn off particles.  But what we are
> thinking
> is
> > > that
> > > > the limiting factor of many characters being near each other will
> be
> > > comm
> > > > lag from the server rather than graphics.
> > > >
> > > > Dave
> > > >
> > > > > ----------
> > > > > From:         John Wright[SMTP:[EMAIL PROTECTED]]
> > > > > Reply To:     Discussion list for Java 3D API
> > > > > Sent:         Tuesday, January 16, 2001 9:42 AM
> > > > > To:   [EMAIL PROTECTED]
> > > > > Subject:      Re: [JAVA3D] How to REALLY get humanoid content
> into a
> > > Java
> > > > > 3Dapplication?
> > > > >
> > > > > Dave,
> > > > >
> > > > > Sure, for a single 500 vertex model it isn't a concern (with
> decent
> > > > > hardware). My concerns are if those models shift up to say 1000
> > > vertices
> > > > > (better quality) and you put 100 or 200 of them in a scene! (not
> to
> > > say
> > > > > that we won't have problems with our method either).  Quake,
> > > Halflife,
> > > > > etc all use low polygon count models and rarely have more than a
> few
> > > > > models in the scene at a time.  It sure would be nice if Verant
> would
> > > > > comment on how they do this with Everquest.
> > > > >
> > > > > I agree, at this point there isn't much choice than to just make
> an
> > > > > educated guess and try it out.
> > > > >
> > > > > - John
> > > > >
> > > > > "Yazel, David J." wrote:
> > > > > >
> > > > > > Its too early to tell on speed, but since the vertex delta's
> are
> > > > > > pre-computed on a per key-frame bases, the only calculation is
> the
> > > > > > interpolation per frame for each vertex.  On a 400-500 vertex
> model
> > > this
> > > > > > time is negligible.  This is the same method used by quake and
> > > halflife
> > > > > to
> > > > > > great effect.  We are in fact experimenting with half-life
> models
> > > > > converted
> > > > > > using 3d Exploration.  As always we are just plodding along
> trying
> > > > > different
> > > > > > things.  Our thought is also to attempt to "attach" items to
> the
> > > model
> > > > > using
> > > > > > control vertices, where for example you can specify two of the
> hand
> > > > > vertices
> > > > > > as anchors for items that are held, then use a single
> > > transformation
> > > on
> > > > > the
> > > > > > item to synchroize with the animated char.  That way we can
> have
> > > smooth
> > > > > > animations of flexible characters, with rigid objects attached.
> But
> > > like
> > > > > > John said, we will have to see if its fast enough.
> > > > > >
> > > > > > Dave
> > > > > >
> > > > > > > ----------
> > > > > > > From:         John Wright[SMTP:[EMAIL PROTECTED]]
> > > > > > > Reply To:     Discussion list for Java 3D API
> > > > > > > Sent:         Tuesday, January 16, 2001 8:34 AM
> > > > > > > To:   [EMAIL PROTECTED]
> > > > > > > Subject:      Re: [JAVA3D] How to REALLY get humanoid content
> > > into a
> > > > > Java
> > > > > > > 3Dapplication?
> > > > > > >
> > > > > > > As David said, it's not exactly a simple task. Our 3DS loader
> > > > > certainly
> > > > > > > can import excellent looking models (there are some quirks
> and
> my
> > > 3D
> > > > > > > modelers are getting better and better at making models that
> > > work)
> > > but
> > > > > > > animating them is possible in a couple different ways.
> > > > > > >
> > > > > > > To animate in real time you are going to have to sacrifice
> some
> > > > > quality
> > > > > > > until the hardware gets a LOT faster.  Moving a few joints
> (what
> > > we
> > > > > > > intend to do) shouldn't be too bad but won't do the nice
> > > deformations
> > > > > of
> > > > > > > a "Hollywood" style animation (keep in mind that we can't do
> in
> > > real
> > > > > > > time what takes Max hours to generate a couple minute clip).
> I'm
> > > > > > > intrigued that David states they are going with morphing (my
> > > intuition
> > > > > > > tells me that is going to be too slow / CPU intensive).
> > > > > > >
> > > > > > > - John Wright
> > > > > > > Starfire Research
> > > > > > >
> > > > > > > David wrote:
> > > > > > > >
> > > > > > > > There are a few people here with real-world experience, and
> > > they
> > > are
> > > > > > > > probably all different experiences :)  www.roboforge.com is
> an
> > > > > > > application
> > > > > > > > using Java3d and has quite nice animation.  You can bring a
> > > > > non-animated
> > > > > > > > humanoid into Java3d very easily using Starfire Lab's 3ds
> > > loader.
> > > I
> > > > > > > would
> > > > > > > > stay away from VRML in java3d as a primary loader unless
> you
> > > plan
> > > on
> > > > > > > writing
> > > > > > > > your own loader.  Java3d does not have complex humanoid
> > > animation
> > > > > built
> > > > > > > in.
> > > > > > > > Even if you want to do something as simple as single skin
> > > keyframe
> > > > > > > morphing
> > > > > > > > you have a job ahead of you. We have just started work on
> this
> > > > > > > ourselves.
> > > > > > > > The path we are starting to experiment with is to model in
> > > 3dmax,
> > > > > use
> > > > > > > > character studio to define the animation, use 3d
> exploration
> to
> > > read
> > > > > in
> > > > > > > the
> > > > > > > > model and animations and then use the 3d exploration sdk to
> > > write
> > > > > out
> > > > > > > our
> > > > > > > > own file format.   Inside of java3d we would be using a
> loader
> > > which
> > > > > can
> > > > > > > > read our own file format and then creating animation
> classes
> > > which
> > > > > morph
> > > > > > > > between keyframes using geometry by reference and the
> geometry
> > > > > updator
> > > > > > > > callbacks.  If you want to do skin and bones directly
> inside
> > > java3d
> > > > > then
> > > > > > > it
> > > > > > > > is more difficult because you need to handle the
> > > transformations
> > > > > > > yourself.
> > > > > > > > I think it would be slow to set up an animation using a
> > > hierarchy
> > > of
> > > > > > > > transform3d's but you could try.
> > > > > > > >
> > > > > > > > Good luck.  I know there are people on this list who have
> this
> > > > > working,
> > > > > > > but
> > > > > > > > no one can/will post their code on it, so you will have to
> > > figure
> > > it
> > > > > out
> > > > > > > > unfortunately.
> > > > > > > >
> > > > > > > > Dave Yazel
> > > > > > > >
> > > > > > > > ----- Original Message -----
> > > > > > > > From: Rudolf J.C. Buijs <[EMAIL PROTECTED]>
> > > > > > > > To: <[EMAIL PROTECTED]>
> > > > > > > > Sent: Tuesday, January 16, 2001 6:24 AM
> > > > > > > > Subject: [JAVA3D] How to REALLY get humanoid content into a
> > > Java
> > > 3D
> > > > > > > > application?
> > > > > > > >
> > > > > > > > Hi everyone -
> > > > > > > >
> > > > > > > > We are considering Java 3D for development of a new
> application
> > > > > which
> > > > > > > > involves animation of humanoids with motion capture data.
> > > > > > > >
> > > > > > > > This is a must-have: the humanoids MUST look good and
> > > realistic!
> > > > > > > >
> > > > > > > > I would think that it would be best to use a 3rd party tool
> to
> > > > > define
> > > > > > > > texture-mapped geometry, export this to VRML (or .3DS etc)
> and
> > > use
> > > > > any
> > > > > > > of
> > > > > > > > the loaders.
> > > > > > > >
> > > > > > > > What's a good way of going about this? I am thinking of
> content
> > > > > creation
> > > > > > > > packages like Poser or 3D Studio Max and exporting to VRML,
> but
> > > I
> > > > > don't
> > > > > > > know
> > > > > > > > for a fact that it will work.
> > > > > > > >
> > > > > > > > Does anyone have REAL-WORLD experience with this? What
> software
> > > are
> > > > > you
> > > > > > > > using that will actually allow creation of humanoids and
> import
> > > them
> > > > > > > into a
> > > > > > > > Java 3D application? Preferably in the H-ANIM 1.1 standard
> if
> > > that's
> > > > > > > > possible. Which loaders to use for Java 3D? Any gotcha's?
> > > > > > > >
> > > > > > > > This is what I have so far: I've searched the web for
> loaders
> > > (found
> > > > > and
> > > > > > > > tried latest X3D) and VRML models (H-ANIM 1.1 preferably),
> but
> > > so
> > > > > far I
> > > > > > > have
> > > > > > > > been unsuccessful in importing even one humanoid (every
> single
> > > VRML
> > > > > > > model I
> > > > > > > > managed to find runs into problems with PROTO's, I have
> some
> > > models
> > > > > > > > available if anyone else cares to try, the demo VRML runs
> fine
> > > on
> > > my
> > > > > > > > system).
> > > > > > > >
> > > > > > > > Many thanks in advance and many regards - Rudolf
> > >
> > >
> >
>
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> >
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