The third approach is to have a 3d application do all the calculation of the mesh 
based on the bones and save the vertex animations in the file.
Of course this is pretty heavy but it has a good advantage: I tested it with the MD3 
Loader and it works :).

I wish I could show you the result but unfortunatly the md3 loader doesn't seem to 
like to have it's ressources in a jar so no webstart. Try it if you feel like (md3 
models are very common since it's the quake3 model type).

Alec

*********** REPLY SEPARATOR  ***********

On 06/05/2004 at 09:22 Florin Herinean wrote:

>That's right. You can achieve reasonably good character animation without
>using complicated morphing for joints, just make sure that the animated
>parts overlap correctly at the joints, and you won't see any gaps.
>
>Alternatively, you can model the caracter as two separate items: a single,
>"perfect" mesh for the whole skin and a separate bone model. Then assign
>for
>the vertexes in the skin weighted relationships to the bones. The animation
>will become very simple, move the bones, then recalculate the mesh
>according
>to the weights. Of course, that implies a more complex model
>(mesh-weights),
>but the maths implied are not so complicated, and the animation resulted
>will be perfect. Unfortunately, I don't know any "loader" able to do that,
>so that second approach requires hand coding. However, for someone who want
>to achive this level of detail, it shoudn't be a show stopper.
>
>Cheers,
>
>Florin
>
>
>
>-----Original Message-----
>From: Discussion list for Java 3D API
>[mailto:[EMAIL PROTECTED] Behalf Of Alessandro Borges
>Sent: Mittwoch, 5. Mai 2004 21:54
>To: [EMAIL PROTECTED]
>Subject: Re: [JAVA3D] Xj3D VRML Loader and animations control for games
>
>
>Hi,
>There are several ways to do the same thing.
>In the link below a not so hurt model ;)
>
>http://planeta.terra.com.br/educacao/alessandroborges/ana/ana.html
>
>By the way 3D cloths can be replaced by a well done
>texturing.
>
>Alessandro Borges
>
>
> --- "Nikolai V. Chr." <[EMAIL PROTECTED]> escreveu: >
>Alessandro Borges wrote:
>>
>> >Please read the first email.
>> >I understand you point of view and agree, but I
>> guess
>> >he needs a simple character animation, not a "Final
>> >Fantasy" in Java3D.
>> >
>> I did read it, and I think he does need it.
>>
>> Let us make a test..
>>
>>
>> Alec Lombra, look at the attached picture, is that
>> how you would like your joints to look like when
>> your humanoid animates into any position beside the
>> one he is modeled in? Are those gaps where you can
>> see "inside" the body of the humanoid ok? Do not
>> mind the detail lvl of the figure that does not
>> matter, you will have this problem no matter your
>> detail lvl.
>>
>> ----------------------------------------------
>> Nikolai V. Christensen, Computer Engineer,
>> Simulation and Training department
>> IFAD, Forskerparken 10A, DK-5230 Odense M
>> Denmark, EU
>> Phone: +45 63 15 71 31  Fax: +45 65 93 29 99
>> WWWeb: http://www.ifad.dk
>> e-mail: [EMAIL PROTECTED]
>> ----------------------------------------------
>>
>
>
>
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