VRML Scene graphs can be traversed, and the
Node data can be read ... this allows programs
to animate VRML programs in very flexible ways ...

 scene information can be copied into class objects
making the data retrieval faster & easier ...

 This can be done with:

  VRML EAI, Script Nodes, Java (1.1) Web Applets, & Java3D.

>   Is there any ... way to access a node in the VRML scene
>   [other] than using the getNode() ?
>
>   Is it possible to get a Java list structure with all the nodes
>   that have the same DEF name and then traverse them one by one ?
>
>   Best Regards Jan-Olof Janson, Web3D & VR developer ...
>  http://www.dynagraph.se

 Do use getNode( ) to get the Node and fields in the node ...
Why not use it ?  If you have to get the information repeatedly
you can copy the information out, and then refer to the copy ...

 In Web3d' H-Anim standard the DEF names are used
to uniquely identify the Joints so all the DEF names
are different ...

  Collaboration, cooperation, combining of skills,
and resources  between VRML artist & animators
is accomplished in Web3D's H-Anim Human Animation
Standards Group by using DEF nodes in the VRML
to identify the Joints and Segments of the model so
the animator and animate the artist's model ...

 Complex multi-user, multi-client VR worlds,
networked games & 3d 'chats' can be made with
VRML H-Anim avatars ... and a little 'glue'
programming ... and you can do it all with:
VRML ... and just one other language ...

>
>  Can I reach the Extern PROTO by EAI?
>

  I've used EAI but haven't used Extern PROTOs with it,
I'm not sure if you can ... using Java to load from the
VRML from the file may provide a better, more flexible
solution, you can ( and I have ) read VRML from multiple
files and combine them into one scene graph using Java
calls rather than Extern PROTOs.

 VRML EAI is relatively difficult and unfortunately
fails with some combinations of browser, plug-in, and OS
so while it offers higher rendering speeds, it may not be
the best solution.

VRML is shown and animated in Java in _ multiple _ ways ...
depending on your needs, preferences, and requirements
( speed vs portability, for instance ).

 VRML can be displayed with Java :

 1)  in a browser, as an "Applet" _ without _ a  plug-in
 2)  in a browser, with a plug-in  VRML viewer  ( for speed )
 3)  outside of  browser, as an "Application"
 4)  with Java3D (using hardware acceleration, OpenGL or DirectX)

 The VRML Viewer Java applets can be light weight
and * highly * portable :  mine work across :
Windows - Linux - Macintosh, etc.

I hope these are helpful to you in some way ...

 1)  VRML EAI FAQ:
 2)  VRML EAI demo:         ( #2-#4 require a VRML plug-in viewer )
 3)  VMML Script Node demo:
 4)  VRML Java3D info & movie:
 5)  VRML 'pure java' demo ( Draws the Scene Joint Graph Tree )
 6 a&b) VRML files

 1)  http://www.frontiernet.net/~imaging/eaifaq.html
 2)  http://www.frontiernet.net/~imaging/HAnimPoser.html
 3)  http://www.frontiernet.net/~imaging/nurbs.html
 4)  http://www.frontiernet.net/~imaging/java3d_and_vrml.html
 5)  http://www.frontiernet.net/~imaging/seamless_avatars.html
 6a) http://www.frontiernet.net/~imaging/Avatars/
 6b) http://www.frontiernet.net/~imaging/shout3d/models/

 To the extent that it is possible these VRML files work with
Cosmo, Web3D's Open Source VRML Loaders, & Shout3d ...

 Shout3d though doesn't accept PROTOs and H-Anim requires
them so some of the files only work with one of the other,
but some do work for all three, and on all three of the most
common PC OSes:  Windows, Macintosh, & Linux.

  From personal experience I can say:

  the pure Java 1.1 solution is the easiest and most portable.

  VRML can be fast, it can be portable, it can be fun ...

  VRML animation with Java is great:  it's easy, its fun.

 -- Paul,   Java Developer & Web Animator.
 -------------------------------------------------
"Imaging the Imagined: Modeling with Math & a Keyboard"

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