Here's a simple behaviour that should do the trick. Just define the updateX() methods 
to whatever you'd like. I have a similar behaviour that received asynchronous updates, 
then renders the most recent data for each object every frame.

josh

----------------------------------------------------
Joshua L. Richmond, BASc, MSc.  
Systems Engineering (R&D)

MD Robotics
9445 Airport Rd, Brampton, ON, Canada
(905) 790-2800 x4332
-----------------------------------------------------

>>> [EMAIL PROTECTED] 03/13/01 05:30PM >>>
Gregory X Hopkins wrote:
>
> Hi everyone,
>
> I'm trying to do some simple animation where I move several objects between each
> frame. Is there a way to make sure that all the objects are moved at the same
> time?
>
> Maybe there is a function you can call to tell java3d to stop rendering, then
> move all the objects and tell java3d to start again?

I would rather ask it other way - is there a way to move objects not at
the same time ? :)

If you do not want to user behaviours, override postRender or postSwap
method of Canvas3D and do updates from there. Next frame will be not
rendered for as long as you do not return from this method.

If you think about modyfing objects from different concurrent thread,
forget about this. Behaviour would be unpredicable, not to mention you
would have a problems to get through agressive 3d thread.

Artur

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CatDogMouseBehaviour.java

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