I guess I wasn't clear enough after all :). As a short answer, Nickolai is right: I actually already have a process that allows me to create "robot" like animations easily using the NWN Loader, Gmax and the NWMax script. (design with Gmax, export as MDL with the script and import with the loader). And using this method I only have to call a simple playAnimation() like method which is fine for a gaming purpose (at least most of them). (have a look at the screenshots if you haven't already http://nwn-j3d.sourceforge.net/loader.screenshots.php)
I wouldn't say I am aiming to make Final Fantasy like animations, but from what I've seen in current games joint-morphing (guess we could call it like that even though it's not entirely right) is an expected feature which makes a big difference during the design (less worry when designing joints so that they can be articulated without making gross stuff like in the screenshot) and for the feeling the viewer has. By comparing my goal to Final Fantasy you seem to think that this is way out of reach, but I can assure you that given the all the tools made by the java3d community a lot can be done even in gaming. My biggest surprise when I discovered java3d was to see all this potential only used by a very few games (Flyingguns is the first to come to my mind and I wish I could see Magicosm run as they seem to have implemented the bone/model morph I am currently seeking). I thought I was close to reaching it while testing the Xj3D Loader and before Justin Couch nicely explained to me that it was not to be. Now I'm looking into the MD3 Loader as I might have spotted a morph animation in the Martian Madness game available at: http://www.newdawnsoftware.com :) Thanks a lot to all for your concern. I'm sure your recipe will help others Alessandro :) Alec Lombra *********** REPLY SEPARATOR *********** On 05/05/2004 at 18:06 Nikolai V. Chr. wrote: >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] >---------------------------------------------- > > >=========================================================================== >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".