Usually I use this kind of scene graph
SimpleUniverse
|
|
BG(entireScene)
|
--------------- (more)
| | |
| | |
TG1 BG TG3 (position/rotation/new branches)
| | |
Shape3D
| \
| \
appear Geometry
Note Appearance and Geometry are not a Nodes, but a NodeComponents, so it are
not to be attached directly in BG or TG.
Take some Java3D demos and try to design their scene graphs, including
behaviors nodes.
SphereMotion is my favorite.
Alessandro
--- hterrolle <[EMAIL PROTECTED]> escreveu: > It would be nice to tell us what
you want to do so we could say yes or not ?
> -----Message d'origine-----
> De : RAHUL KHANNA <[EMAIL PROTECTED]>
> � : [EMAIL PROTECTED] <[EMAIL PROTECTED]>
> Date : mercredi 23 juin 2004 22:26
> Objet : Re: [JAVA3D] basic structure
>
>
> Hello Java Ladies& Java Gentelmen,
>
>
> I am into the basic of the java 3D. I have a doubt which may appear silly ,
> but i want to clarify it. Hope u all help me out.
>
> I am trying to create a structure with the fallowing format::
>
> VU
> Locale
> BG BG
>
> Appearance Geometry TG
>
> color,rotation code for
> transform creationof cube,
> sphere ...
>
> VP-----View----Cnavas3D------------Screen3D
> phybody
> phyenvi
>
>
> I have problem with the scene side part of the scene graph.
>
> I am creating Appearacne and Geometry as 2 different branch groups and
> attaching to the BG.
>
> And the BG to Locale .
>
> I am also creating rotation, transformation, color , zoom e,t,c as childs
> for Appearance and the code for creation of cube,cone as childs to
> geomertybranchgroup.
>
>
> Am i correct in what i am trying to do .
>
> with regards
>
> Alessandro Borges <[EMAIL PROTECTED]> wrote:
> Hi
>
> Google is your friend.
> some tips:
> * Bones animations are related to Inverse Kinematics/Forward Kinematics.
>
> * about animation
>
> http://www.siggraph.org/education/materials/HyperGraph/animation/anim0.htm
> http://www.siggraph.org/publications/newsletter/
>
> other references
> [Badler92] Norman I. Badler, Cary B. Philips, Bonnie L. Webber -
> Simulation
> Humans: Computer Graphics, Animation and Control. Oxford University
> Press, New
> York, NY, 1992.
>
>
> [Boulic1992] R. Boulic e D. Thalmann. Combined direct and inverse
> kinematic
> control for articulated figures motion editing. Computer Graphics Forum,
> 11(4):189--202, 1992. 17
>
> [Parent2001] Rick Parent, Computer Animation: Algorithms and Techniques �
> Chapter 4 Advanced Algorithms and techniques, Morgan-Kaufmann, 2001
>
> [Shen96] J. Shen, E. Chauvineau, D. Thalmann, Fast Realis tic Human Body
> deformations for Animation and VR Applications, Proceedings Computer
> Graphics
> International �96.
>
> [Welman89] Chris Welman. Inverse Kinematics and Geometric Constraints for
> Articuled Figure Manipulation. MSc Thesis, Simon Fraser University. 1993
>
> [Foley93] James D. Foley et alli, Introduction to Computer Graphics,
> Addinson
> wesley
>
> Good Luck
>
> Alessandro
>
>
> --- Serge Bernier escreveu: > Hi all,
> >
> > I wounder if anyone know a good site or book that talk about all the
> math
> > behind the skinning and bones animation. Im searching for some advance
> > documentation on that topic.
> >
> > If you have some good info, let me know;-)
> >
> > Thanks.
> >
> > Serge Bernier
> >
> >
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