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 <[EMAIL PROTECTED]>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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