Hi Friends:

Thank you for providing the code.  However, when I
tried to run your program, I found that a lot of files
were missing.  For example, none of the following
files could be located:

import com.xith.client.animation.skinbones.*;
import com.xith.worldbuilder.*;
import com.xith.client.engine.*;
import com.navtools.j3d.util.*;
import com.navtools.util.WindowsTimeProvider;
import com.xith.io.*;
import com.xith.java3dext.*;
import com.xith.client.particle.*;
import com.xith.java3d.appearance.texture.*;
import com.xith.utility.logs.*;

I would be grateful to you if you could give me some
suggestion about where I can get them so that I can
run this program?  Thank you!

Merry Christmas and Happy New Year!

Guang Bin Liu


 --- David Yazel <[EMAIL PROTECTED]> 寫道:> The big
post didn't seem to go through, so here is
> one without the sample
> file.
>
> Dave
>
> ----- Original Message -----
> From: David Yazel <[EMAIL PROTECTED]>
> To: Discussion list for Java 3D API
> <[EMAIL PROTECTED]>
> Sent: Wednesday, December 12, 2001 11:16 AM
> Subject: Re: Re: [JAVA3D] Java3D, FlexPorter,
> Animation
>
>
Sure. Please feel free to use the following code as a
reference.  I am including our entire skin and bones
system plus the loaders.  I have also included a test
file called "mummy.txt" (from flexporter) and a
texture "mummy.jpg".
>
> I apologize for the 256K attachment.  Hopefully that
is under people's irritation threshhold. The code will
not be compilable by anyone without extensive work
since it references lots of other classes from our
project, but I include it as a help to people trying
to implement skin and bones.
The flex loader is still pretty rough.  It does not
yet calculate the skin normals and it is not yet
scaling the models down to v-world sizes.  But there
were some tricky things that needed to be done
to translate from flexporter's angle and 3d
positioning, plus the
basic parsing issues, so I think you will find it
helpful.  We just use the code to translate into our
own formats, so we are not as concerned about it being
blazingly fast to load from the text files.  The
loader should be pretty easy to modify to work with
your own system, since I translated them into
intermediate objects and then into the final systems.
So if you replace getAnimation(),
getSkin(), etc with your own routines you should have
little problems using the loader.

The SkinAnalyzer class has been very helpful to me in
debugging problems with skins and bones.  It is very
hard to track down
certain types of errors in animated models.  This
class does some neat analysis comparing the porportion
of the edge lengths of texture
coordinates to 3d coordinates per triangle edge to
help isolate calculation errors on vertex
transformations.
For example it can detect where a code error causes
unnatural texture
> stretching due to a misplaced skin vertex. Once
again it is really for reference since the objects it
works on are from our skin and bones system. But
because it first translates them into internal
objects, it would be pretty easy to port.
>
> Dave Yazel
> http://www.cosm-game.com




=====
Guang Bin Liu, PhD
BiReme System Pty. Ltd.
Australia
Phone:  61 7 3365 4072
Fax: 61 7 3800 5268

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