hi everyone, I'm developing a skeletal animation system and I am wondering whether to integrate the Joints into the j3d scenegraph.
At first I thought it would be a good idea to derive a Joint from a TransformGroup, but I may need to change the structure every frame. Unfortunally on a live or compiled scenegraph the getParent() method can't be called and I need to put a BranchGroup between two Joints. Then I wrote a completly independent Joint class with own structure methods, now changing the root of the skeleton is pretty fast, but my IK solver isn't as easy to handle as before. So my question is has anyone written a felxible skeletal structure was can be changed at runtime with high performance using the scenegraph classes ? greetings -Michael Nischt =========================================================================== To unsubscribe, send email to [EMAIL PROTECTED] and include in the body of the message "signoff JAVA3D-INTEREST". For general help, send email to [EMAIL PROTECTED] and include in the body of the message "help".
