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".

Reply via email to