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 > > =========================================================================== > 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". Yahoo! Mail - 6MB, anti-spam e antivírus gratuito. Crie sua conta agora: http://mail.yahoo.com.br =========================================================================== 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".