What is the best way to do Character animation?  I will have a potential for a large 
(could be 20 or 30 or more) number of characters on the screen at any given time, all 
animated.  (I am willing to LOD the characters as more than 10 or so come on screen if 
I need to, but I hope I can void that and have good performance).

I will have fully animated characters (exported from 3d studio max as 3ds files or my 
own format).  Many characters will be based from the same model (identical or almost 
identical... model color changed, texture changed, or extra models added to the same 
Branch/TransformGroup to appear as clothing or items held)


I see three options here:
1) Create each frame as a separate model and use switch groups.  (Too much memory 
required)
2) Create each frame as  separate point and texture coord arrays and call 
setCoordinates() and setTextureCordinates() every frame (same memory concern?  Speed?  
Sharing issues?)
3) Create some mathematical formula for positionals (IK/Bones/some cool parametric 
placement function, keyframing).. (again speed issues?  And again, could this be a 
sharing issue or will cloning techniques fix that?)

When I export the characters from MAX, I don't plan on reading animation in from the 
file, if I need to change point arrays, I plan on creating my own format to hold the 
frames. If I need to do a switch group, I plan on loading a series of max files (and 
optimising!!).   Am I looking in the wrong direction?

Anyone have any insight into the issue?
Thanks a lot
Chad Zalkin

===========================================================================
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