Hi

I am making a 3D model of femur and tibbia bones,im using IGES format.What r u using???

Give me more details please.




Sikander Hayat
F\O Engg and Tech
Jamia Millia Islamia
>From: Silvère Martin-Michiellot <[EMAIL PROTECTED]>
>Reply-To: Discussion list for Java 3D API <[EMAIL PROTECTED]>
>To: [EMAIL PROTECTED]
>Subject: Re: [JAVA3D] skin and bones animation
>Date: Tue, 11 Nov 2003 18:58:39 +0100
>
>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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>
>__________________________________________________________________________________________
>
>Silvere Martin-Michiellot builds the Internet future on
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>__________________________________________________________________________________________
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