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]>
>   À : [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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