Paul,

There is a Java3D NWN models loader here :
http://nwn-j3d.sourceforge.net/loader.about.php

I not sure, but I guess you can load geometries with
key frames by using LWS LightWave or VRML models.


I am working in a character animation api for Java3D
but I had a special approach.
I use :
* a geometry data file (vrml,obj,3ds, etc);
* each part of the model has a string name:
abdomen,neck, head,shoulder,etc;
* a custom XML file with relationship of the bones -
actually the scene graph of the character;
* a XML file with some key-frame positions, as well
the envelope of the move. A single XML can have
several movements, each one as a proper string name.

This way I can control the model at runtime. I just
select a move by the name, or a part/"bone" and give
its target position, as:

 cviModel.setMove("stepWalk01");

 cviModel.setTargetPosition("head", position03,
envelop01);

Some time ago I put some pics of the early prototype:
(The ballet girl is Ana, a Poser model by Nikoleta
Kerinska)
http://geocities.yahoo.com.br/alessandroborges/ana/ana02.jpg
http://geocities.yahoo.com.br/alessandroborges/ana/ana03.jpg

The final release almost done.

Alessandro Borges




 --- Paul Brown <[EMAIL PROTECTED]> escreveu: >
Hi,
> There seem to be three ways to include character
> animations in 3D
> applications
>
> (1) use segmented graphics - a body is built using
> separate 3D graphical
> objects for each limb or body part, head, forearm,
> thigh, foot etc.
> (in Java 3D we assigned each of the imported
> Shape3Ds to a hierarchy of
> transform groups in order to build a skeleton)
>
> (2) import the mesh at keyframes of predefined
> animations from a
> graphics package into your program and morph between
> the mesh between
> those frames
>
> (3) use a single mesh of vertices (or 'skin'),
> assign each of those
> vertices to the bones of an underlying skelton -
> subsequently
> transforming the skeleton then requires updating the
> position of each of
> the vertices. (see for example:
> http://www.cosm-game.com/dev_skinbones.php )
>
> The latter route seems to be gaining in popularity -
> it gives greater
> flexibility of movement than predefined animations
> and results in
> cleaner movement than segmented graphics objects
> (I've found unwanted
> effects like limbs cutting through clothing etc).
>
> Anyway, this is a long introduction to a very simple
> question:
>
> Does anyone have a freely available loader that
> imports into Java3D the
> bones or skeleton from a package like StudioMax
> along with the
> relationship between the individual vertices in the
> mesh (skin) with
> those bones?
>
> I am aware of object loaders
> (http://www.j3d.org/utilities/loaders.html)
> like the one from Startfire Research for 3D Studio
> Max
>
(http://www.starfireresearch.com/services/java3d/inspector3ds.html)
> and
> Kevin Duling's for MilkShake
>
(http://home.earthlink.net/~kduling/Milkshape/index.html).
> They're fine
> for importing the mesh (I think the latter imports
> frames for animations
> also) but does anyone have a loader that will also
> import the bone
> information.
>
> I can devise a skeleton myself but I really do not
> fancy - manually -
> assigning each vertex to the appropriate bone.
>
> I'd prefer it to deal with output from 3D Studio max
> but at the moment,
> I'd take anything.
>
> Many thanks in anticipation,
> -Paul
>
>
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