Leyland,
        The answer to your second question is j3d does skip over zero weight
morph targets in it computation.

- Chien Yang
  Java 3D Team.



> MIME-Version: 1.0
> Content-Transfer-Encoding: 7bit
> Date: Thu, 5 Apr 2001 18:52:22 EDT
> From: Leyland Needham <[EMAIL PROTECTED]>
> Subject: [JAVA3D] Morph performance and Boned meshes...
> To: [EMAIL PROTECTED]
>
> Hi,
>  Im curious to know if bones will be supported in future releases?
>
>  The reason I would like to know is I am trying to decide whether I should
> continue using morph targets, or try to create objects that will extend
> Java3D to do Boned Meshes. I've done it before in my own engine, so it is not
> something new to me. Im also looking to strike up conversation here about how
> it could be done in Java3D, either inheriting Shape3Ds or Behaviors for the
> skin, and whether to inherit bones from TransformGroups, and getting the
> matrices necesary to transform points, etc.
>
> My other qestion is about Morphs. Is performance affected by the total amount
> of morph targets in a Morph, or by the number of morph targets that are
> weighted above 0.0? My old engine was optimized by skipping morph
> calculations when the target was weighted at 0.0.
>
> Thanks for any input,
> Leyland Needham
>
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