thanks for your answer David,

I feel better with people telling me doing things similiar to me ( I
talking about not to use TranformGroups for Joints, not about the
animation techniques..)

greetings
 -Michael Nischt



Yazel, David J. wrote:

>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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