It would be nice to tell us what you want to do so we could
say yes or not ?
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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