Yes, you're right, you can do that, but precalculated animations introduce a strict limit on what your character is capable of doing. If you want to be able to react "naturally" to the environment, that's not an option. More than that, the previously described model can be extended to include colission detection and incorporate real physics.
Cheers, Florin -----Original Message----- From: Discussion list for Java 3D API [mailto:[EMAIL PROTECTED] Behalf Of Laurent Letellier Sent: Donnerstag, 6. Mai 2004 09:37 To: [EMAIL PROTECTED] Subject: Re: [JAVA3D] Xj3D VRML Loader and animations control for games 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] >> ---------------------------------------------- >> > > > >______________________________________________________________________ > >Yahoo! Messenger - Fale com seus amigos online. Instale agora! >http://br.download.yahoo.com/messenger/ > >=========================================================================== >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". > >=========================================================================== >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". =========================================================================== 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". =========================================================================== 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".