At its most basic, skin and bones animation defines a "skeleton" in terms of a frame 
underneath the surface mesh of a model, able to bend or twist at joints within given 
ranges with those bends and rotations then affecting the skin appropriately. In terms 
of your model I think you would need your figure to be a single geometry and for the 
animation to affect the points within that, but I'm not certain. 

At a more complex level a body can be modelled as a skeleton with a layer of 
musculature that contracts and extends as it is used followed by a layer of connective 
tissue then the skin of the model. I don't know if this is being used in real-time 
applications yet- quite possibly it is not.

I don't know a whole lot about this, really, I was looking into it the other day - it 
is often associated with Inverse Kinematics and using that in searches tends to find 
more accurate results.

Here is a possibly useful starting point:

http://www.cs.umu.se/~c97psa/exjobb/pager2.cgi?action=show&page=references

-ben

-----Original Message-----
From: Discussion list for Java 3D API
[mailto:[EMAIL PROTECTED] Behalf Of Silvère
Martin-Michiellot
Sent: 11 November 2003 17:59
To: [EMAIL PROTECTED]
Subject: Re: [JAVA3D] skin and bones animation


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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