hi again, sounds great, I would be really glad to share work or at least to have another opinion on how things could be done. May be you can mail me are more detailed description what kind of data your game engine needs ?
regards -Michael Nischt > Hey.. I'm currently working on such a project myself (though much more > limited in scope, mine is simply to get multitexture/multisub > material/animation data to my game engine) and i'll help if you need it. I'm > quite competent in 3dsmax's sdk (my previous job was writing an game engine > exporter in said sdk amoung other things), and java3d as well. > > So... I'd be glad to help in any way possible. Java3d really needs these > types of tools to get off the ground as a feasible development platform, and > I bet the 3 guys they have working on it at SUN have game support at the > back of their minds... java3d has always seemed to be aimed more at > simulated environments than anything else. > > Plus, the upside is that only the java3d-layer-specific code is non-portable > to whatever engine code exists. > > >From: Michael Nischt <[EMAIL PROTECTED]> > >Reply-To: Discussion list for Java 3D API <[EMAIL PROTECTED]> > >To: [EMAIL PROTECTED] > >Subject: Re: [JAVA3D] Model Animation > >Date: Mon, 1 Apr 2002 23:02:11 +0200 > > > >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 > > > > > > > > > > > > >=========================================================================== > > > > 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". > > > > > _________________________________________________________________ > Get your FREE download of MSN Explorer at http://explorer.msn.com/intl.asp. > =========================================================================== 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".
