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

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