Fergus,

I am currently animating imported VRML97 models using Sun's old VRML/Java3D loader. 
While I don't import VRML behaviours, it's a similar problem to yours, so you might be 
able to use the same approach. 

Basically, I tag the nodes of my model in the VRML with DEF tags:

DEF rootNode Transform {...}

I then get referencese to those transforms from the VRML Scene using the 
getNamedObjects functions.

To animate the model, just change those transforms.

I'm assuming your models are built such that scene graph parallels the kinematic chain 
(e.g., shoulder joint connected to the upper arm, upper arm connected to the elbow, 
etc...)

josh

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

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

>>> [EMAIL PROTECTED] 09/04/01 10:46am >>>
What I am trying to make is a program with animated humanoids walking and
running around, at a rate and in a direction which may vary from frame to
frame.  It would be good if I could make them fall over from time to time,
and so on, as well.  Right now, I am managing to import models just about
okay and making them glide around successfully but I haven't managed to
import any behaviours successfully yet.  I'm wondering if I have any hope
of importing humanoid animation into Java3D in the next week or so; if this
is a real problem I'm going to see if I can knock up a quick, simple
continuous-mesh robot instead (I have this planned pretty comprehensively
in my head, and I have jointed robots already walking around with
simplistic and unconvincing leg movements, so I'm pretty sure I can do it).

Any advice gratefully received...

Cheers

 - Fergus

http://fergusmurray.members.beeb.net/ 
see maths dance!

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