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
>
>
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