Michael:

We implemented avatar animation 3 times before we settled on the approach we
are using.  We chose to use our own joints and to manipulate the skins
ourselves.

We have a rather old description here
http://www.magicosm.net/dev_skinbones.htm I think I posted a rather large
bunch of code to this list for reference a while back.  (On 12/12/2001
actually)

Dave Yazel



-----Original Message-----
From: Michael Nischt [mailto:[EMAIL PROTECTED]]
Sent: Wednesday, March 06, 2002 9:31 AM
To: [EMAIL PROTECTED]
Subject: [JAVA3D] design question


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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