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 =========================================================================== 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". =========================================================================== 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".
