At 14:10 10/11/2003 +0000, you wrote:
Hi,
I have a 3D model of a human figure - each limb has its geometry defined
under a series of TransformGroups enabling me to control how the
character moves. This is ok but it's difficult to precisely state where
the joint is so as to minimise gaps that appear if a limb is bent to an
extreme and so on. I am sure this is a common problem.

My question is, though, can someone please explain what graphic artists
mean when they talk about "skin and bones animations" or "skeleton and
skin animation"? Is this where as a figure moves, the skin (clothes or
whatever) "stretch" so that the above gap problem does not occur?

As far as I know there are specific algorithms to "merge" to shapes together so that when you twist the upper torso, the lower part is also affected. I don't think many games do use that as it is a complexity overhead. I don't neither think morphing is used also I have developed this in my hanim package. Dave Yazel for magicosm can probably say more about animation in Java in a realistic situation.

This is a topic on which I ask myself many questions and I'd be happy to
receive information on the topic (code/articles) should anyone have some.

How can such animated figures be included in Java3D? Is it a case of
loading the key frames and morphing between them? How effective is that
? What is the performance [overhead] like?

I guess the problem then becomes that you are limited to whatever
animations have been developed by the graphic artist. Or is there a way
of controlling individual limb movement from the files they generate?

What happens in professional games? How are they developed?

Please forgive me for asking a question that to you all may seem common
knowledge - all the articles that I've found on this are written from a
graphics perspective and do not talk about how such animations are dealt
with in Java3D, or any other development platform for that matter.

Many thanks,
-Paul

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