David, I found this article of yours: http://swjscmail1.java.sun.com/cgi-bin/wa?A2=ind0106&L=java3d-interest&P=R11 869
Is that the one you're referring to? From what you said below, I thought you were referring to some code you'd posted. I couldn't tell from that article that you were using a Milkshape loader. It looks like I'm at least a year behind you and your team. There're some severe drawbacks with being a team of one. ----- Original Message ----- From: "Yazel, David J." <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, April 01, 2002 12:16 PM Subject: Re: [JAVA3D] Model Animation, (was: Re: [JAVA3D] Neverwinter Nigh ts model loader) > When we wrote our Milkshape importer and initial skin and bones system > (which was posted to this list some time ago) we did just as you suggested. > The skeleton is pulled out and separated from the animation, so that the > same animation could be used against different figures. > > But one of the problems with the various Halflife formats is that the > animation relies on a reference skeleton, or a "neutral pose". This differs > from a Character Studio -> Flexporter animation which encodes the animation > data as a replacement for the bone's rotation and translation. The > advantage of the latter approach is it is faster to map the skin to the > bones since you don't have to unwind the neutral pose on each bone to get > the bone->vertex mapping. > > We also wanted to apply the same animation to two figures which shared > similar, but different skeletons. So for example if we broaden the > shoulders a bit in a Biped we would still want to use the same animation. > This of course is a problem if the animation data contains the skeleton > itself as replacement joints. So we ended up supporing both types of > animations. The next step is to turn Flexporter animations into delta > changes, which makes applying animations to different skeletons much easier. > > David Yazel > > > -----Original Message----- > From: Kevin J. Duling [mailto:[EMAIL PROTECTED]] > Sent: Monday, April 01, 2002 1:47 PM > To: [EMAIL PROTECTED] > 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 > > > > > =========================================================================== > > 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". > > =========================================================================== > 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".
