Title: Efficient Animations
I'm going with the bone hierarchy route.  Morph was very attractive, but too memory intensive.  Think of a q2 model with 200 or so keyframes.  That's 200 instances of the model geometry loaded into memory for only one "thing"  If every animated model looked the same, then it might be a good route.  But that's not a realistic situation.
 
----- Original Message -----
Sent: Monday, December 17, 2001 12:52 PM
Subject: [JAVA3D] Efficient Animations

The Java3D API gives us many ways to do animation, but for someone who doesn't want to write code for each one before finding out the pro's and cons of each approach I'd like to get some information on the best way to approach the subject. I've looked into morphing, I've looked at switch nodes (to go that OpenInventor route), and I've looked at putting together a bones hierarchy - but I know that there has to be some pretty general rules for the most efficient method for Java3D.

Thanks :)

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