may this is in interest of some:

I have written a Java3D Quake 3 Model player (.md3 format) some time ago,
which can be found at:
http://zero.monoid.net/stuff/_think.zip (4.5 MB)

includes source, 2 models and a short demo script..
Java 2. 1.4 and java3D 1.3 are both !

after cleaning up the loader code I will send it Justin for j3d.org, but you
may want to take a look before..


currently I'm working on an University project for an enhanced player in
Java3D:
we are creating a own modular model format for more flexibility than most
existing ones.
It will consist of serveral parts: geometry, appearance, modifier,
animations and one file contains information how they are combined..

an example:
a Modifier can be a Skin (vertexWeights and jointIndices) with a skeleton
(Joints, IKChains, ..), or MorphTargets for facial animation, ..
and a corresponding Animation contains Transforms for a skeletal Joints,
positions for IK chains,..

the 3D Studio Max exporter isn't far from being finished and I have down
some test with the Skeleton and IKSolver, and it seems both are working
fine.
next point will be to include mathemtical expressions for the joints to
simultate muscles,.

in case someone is interested, we will publish the format and j3d interface
when it is in alpha status - or perhaps s.o. is interested in contributing..

greetings
-Michael Nischt





----- Original Message -----
From: "Kevin J. Duling" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, April 01, 2002 8:46 PM
Subject: [JAVA3D] Model Animation, (was: Re: [JAVA3D] Neverwinter Nights
model loader)


> Yeah, animations are a problem.  I'm still trying to decide how I want to
> handle Milkshape keyframes and present them in some sort of usable format
> for developers.
>
> I'm thinking of using a metadata file to go along with the model.  Based
on
> my limited experience with MD2 models, I'm guessing that breaking the
> keyframe information into blocks for IDLE, JUMP, WALK, RUN, etc. will be
> sufficient.  Skeletons could be shared between models (all bipeds, for
> example) with one reusable behavior driven by this metadata.
>
> Has anyone else done something similar?
>
> ----- Original Message -----
> From: "Artur Biesiadowski" <[EMAIL PROTECTED]>
> To: <[EMAIL PROTECTED]>
> Sent: Monday, April 01, 2002 11:17 AM
> Subject: Re: [JAVA3D] Neverwinter Nights model loader
>
>
> > Robert Bergman wrote:
> > > Not I, but I'd love to hear about any developments
> > > people come up with in that area.
> >
> > Problem is with importing animations. Model itself should be quite
> > simple (I mean some work, but no showstoppers). But what with animations
> > ? I don't think that Loader interface gives any standard for that. Morph
> > group is not a solution for skeletal system.
> >
> > Artur
> >
> >
>
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> >
>
>
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