Nick,

I also made a 3DS loader that reads the animation, but be aware that 3DS
does not support morphing.  The only type of animation that is supported
are TCB (tension-continuity-bias) controller animations.  If you animate
something without using TCB, it will automatically change it to TCB.  As
for morphing, the morphed object will be stored out in the state of the
currently selected frame.

-Lee

> -----Original Message-----
> From: John Wright [mailto:[EMAIL PROTECTED]]
> Sent: Thursday, May 10, 2001 11:40 AM
> To: [EMAIL PROTECTED]
> Subject: Re: [JAVA3D] Character Animation
>
>
> Nick,
>
> Join the club {smile}.  Several of us would like to come up with some
> good solutions for animation, specifically for models imported from 3D
> Studio Max.  I've started on adding this ability to import
> the animation
> info from 3DS via our loader but higher priority tasks have bumped it
> way down my to do list (probably won't get to it for several more
> months).
>
> - John Wright
> Starfire Research
>
> Nick Armstrong wrote:
> >
> > I am considering writing a game with character animation.
> Does anybody
> > know any good techniques (and how to implement them if possible) for
> > animating characters and anything else for that matter.
> >
> > I know about morphing in Java3D and "key frame over bones"
> (used a lot
> > in opengl and DirectX eg Quake etc) but not much on
> implementing them
> > or any tools available.
> >
> > I will be using 3D Studio to create the meshes with textures and
> > importing them. Can the textures be used in any way using Morphing?
> >
> > Any help will be MUCH appreciated.
> >
> > Nick
> >
> >
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