A recipe for humanoid animation with Java3D: * choose a humanoid model. This model must be non-molitic, i.e, each part can be accessed by name, as head, arm, etc; * load this model into you Java3D app, split the model by part, put each part in a TG. Put each part name string (key) and the TG(obj) in hashtable. * remount the model, i.e, put each part in the correct place, using a external config file to rule the TG transforms. A Java XML bean (XMLEncode/XMLDecode saves time here) can help you here for storage the model scene graph.
* OK. you have a model, a hashtable with all TG for handling the moving parts. Choose you preferred IK/FK tecnique for manipulation/animation and hands on. For simple key-frame animation you must build a pose editor. There are another ways to have the animation This is just a ideia. But works. I have it. Alessandro --- Laurent Letellier <[EMAIL PROTECTED]> escreveu: > Hi, > > I'm currently studying the different loaders > to see which would suit best to a game. After a > first tour, I ended up with the NeverWinterNight > Loader which of course really fits as it has been > "thought" for a game. Indeed it has the primary > functionnalities I considered required that is > animations and textures loading. However after using > it a while I feel like the vertex animations (as for > object deformations using for example character > studio) is not really an option if you consider the > currently released games. > > So I am made another tour looking for a > loader that could also load vertex animations end > ended up this time with the Xj3d VRML Loader which > indeed can load textures and vertex animations. > However I didn't find much documentation and maybe > also because I don't understand much VRML neither I > didn't find a way to control the animations. > > So my question is pretty simple really: is > there a way to control the animations of loaded VRML > file with the Xj3D Loader? > > As an example with the NWN Loader all the > character animations are included into in single > file and all animations are defined as a set of > parameters including Animation Name, Number of the > First Frame , Number of the Last Frame. This way it > is simple to "call" an animation to be played by > using a playAnimation(AnimationName) like method. So > the most obvious thing I would like to do with a > loaded VRML scene is to dynamically change the > animation to it's frame and have it played (looped > or not) until an indicated frame. I don't mind much > having the animation definitions in a seperated > file. > > I hope I've been clear enough and that this > question hasn't already been answered in a way I > didn't understand. > Thanks :) > > AlecLombra > > =========================================================================== > 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". ______________________________________________________________________ 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".