Hi,
I build a BranchGroup that contains one or more TransformGroups, then
these TransformGroups contain more children and so forth. My question
is: how can I access the children nodes at the leaf end of this
branchGroup? I found that the getAllChildren() method in BranchGroup can
only get the chi
I have sorted out the problem. Sorry for disturbing you.
cheeers
Liming
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Does anyone know what the following error message means:
--- Compiler Output ---
VirtualAgent.java:635: cannot resolve symbol
symbol : constructor AgentInterpreterVisitor (HumanBehavior)
location: class clmproject.agentBSL.AgentInterpreterVisitor
Hi,
I try to schedule a sequence of actions for an avatar. All the actions
are Behaviour-based animations. The problem is how I can detect if the
previous action finishs or not. I can use the time parameter from
Alphas to infer when an action action will complete. What I want to know
is if there
Hi,
I built a avatar and want to put the ViewPlatform on the avatar's head, so when
the avatar move the view (the scene) move too. I can position the Viewplatform
on the avatar's head using the TransformGroup above the ViewPlatform and also
can adjust the view direction so that it appear that the
Thank you all for replying.
It seems to be a little trick. I never thought of that the index operates in
such a mechanism. It should be mentioned in the api.
Liming
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Hi,
I add seven children (Behaviour) to a BranchGroup. Then I try to remove all these
children by the following codes
int childNum = bg.numChildren();
for( int j =0; j= 3
at java.util.Vector.elementAt(Vector.java:417)
at javax.media.j3d.GroupRetained.doRemoveChild(GroupRetained.java:3
Hi,
Is it possible to add a behaviour to a live scene?
This problem comes from:
I create an avatar and make it live in the virtual world , then later through interface
(button or menu) I would like to add some behaviour to the avatar. I have tried it but
there is a message displaying that "Res
Hi,
Does anyone know how to define a viewer's view direction?
I try to make an avatar navigate in a virtual world. I think I need to attach
the ViewPlatform to the avatar's head transformgroup so when the avatar moves,
the scene changes. However, I did not find any method that can be used to
de
This is the problem I came across .
I built an application which i run using jdk1.3 and java3d 1.2.
Without interface the application works okay. However, when I add an interface
to the application there came the problem.
I add a Menu bar to the Jframe, put the Canvas in the Jframe.getContentP
I use Transform3D get(Vector3f trans) getScale(Vector3f scale) and
get(Quat4f rot) to extract rotational, translational and scale data from a
transform3D matrix and then reconstruct the transformation using corresponding
set methods. What make me surprise is that the two transform matrix are
di
Dear all,
The core class RotPosScalePathInterpolator does not support non-uniform
interpolation. The RotPosScaleTCBSplinePathInterpolator or
KBRotPosScaleSplinePathInterpolator classes in the Utility pack do not support
such function too. I have checked the souce code of the above classes. Here
I try to map a human face to a indexedGeometryTriangle geometry by using
theTexCoordGeneration utility class to generate the texture coordinate.
However I find it is very hard to map the face to where exactly it
should be. I doubt if it is possible to do accurate texture mapping with
TexCoordGene
I have sorted out it.
Thanks
Liming
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[EMAIL PROTECTED] and include in the
I try to construct a GeometryInfo object using the following line
GeometryInfo ginfo = new GeometryInfo(TRIANGLE_ARRAY);
but it said that
BodyParts.java:183: cannot resolve symbol
symbol : variable TRIANGLE_ARRAY
location: class BodyParts
GeometryInfo ginfo = new GeometryInfo(TRIANGL
[0,1,2]
> normals [0,1,2]
>
> But you can't
>
> Dave Yazel
>
> > --
> > From: Liming CHEN[SMTP:[EMAIL PROTECTED]]
> > Reply To: Discussion list for Java 3D API
> > Sent: Wednesday, December 20, 2000 7:56 AM
> > To: [EMAIL PRO
Hi, Yazel,
After reading your discussion, my question is simplified as following:
If I have a geometry with 20 vertices and 38 vertex index, I am sure that there
should be 20 vertex coordinates. What I want to know is how many normals and
texture coordinates there should be. According to your m
Does any one know IN DETAILS how to use the IndexTriangleArray (or say
IndesGeometryArray) class?
Simply spcifying a geometry with coordinates and coordinates index is easy.
What make me confused is how to specify the Normal, normal index, texture
coordinates and coordinate index.
For example,
Hi, Ole,
Could you please send the vrml97.jar and vrml97Player if you have? Are you sure
it is the latest version?
By the way, have you used the loader to playback vrml files exported from 3DS?
At the begining of this year I tried to play back character animation developed
with Character Studios
Hi, Shawn,
I am concerned about how to animate 3D characters (built from Java3D) in a virtual
environment. What approaches have you used in your project? Do you use 3DS to VRML
to Java playback or directly apply motion capture data to the Java4D skeletal
model?
cheers
Liming
Kendall wrote:
>
According to your words, what's the best way to animate a 3D characetr built
from Java3D? Is it to use 3DS -VRML-Java playback or apply motion capture data
to the 3D skeletal model directly?
cheers
liming
"Yazel, David J." wrote:
> No one has ever come out and said they had developed a high p
Thanks, Adams.
I miss noticing that method.
liming
adam treat wrote:
> You just...
>
> SomeTransform3D.setScale(new Vector3d(double x, double y, double z));
> SomeTransformGroup.setTransform(SomeTransform3D);
>
> adam
>
> --- Liming CHEN <[EMAIL PROTECTED]> wrot
Does anyone know how to deal with non-uniform scale in Java3D?
I found nothing in relavant classes such Transform3D or Matrix4D(4f). I even do
not know how to specify a non-uniform scale with Transform3D class.
Thanks
liming
==
Does anyone know how to convert geometric and animation data ( typically
rotation Quaternions) specified in another coordinate system to Java3D
coordinate system?
I can apply these data directly in Java3D and use Transfor3D and TransforGroup
to transform it in general. However, I am not sure that
>
> Please create a _ simple _ walk animation, export it as
> VRML-97 and post the results on the Web so I and others
> can look at it and work on a solution ... and post your own
> solution if you have one and are willing to share it.
I attach a simple-walking VRML97 file that is exported from
It should be like that. The values you print have been normalized.
to see this, you can add x*x + y*y + z*z +w*w = 1.
liming
Mojtaba Hosseini wrote:
> Hello all,
> I'm having some problems using the Quat4f class. It seems that the
> values I put into Quat4f somehow get changed. To demonstrate
Hi, Giles (or Alan),
Thank you for your replying.
> I have not used Character Studio but we commonly use 3DSMax animation data
> through a VRML2.0 export. We use the Xj3D loader available at:
> http://www.web3d.org/WorkingGroups/vrml-java3d/
>
I have tried your approach, that is using VRML2.0
Dear all,
Does anyone implement human animation in Java3D using animation data
exported from 3DS MAX and Character Studio?
What format do you use to export the animation data from 3DS MAX?
Thanks in advance
liming
===
To
Dear all,
Is there a function (or method) to modify an Quaternion q so it is on
same side of hypersphere as another Quaternion q1?
In 3DS MAX SDK there is a method in Quat class :
Quat& MakeClosest(const Quat& qto);
Could anyone tell me how to achieve this in Java3D?
Thanks in advance
Limin
dear all,
Does anyone know how to load animation files produced by 3D MAX
Character Studio from Java3D?
cheers
liming
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Hello,
I am currently using RotationPathInterpolator to animate virtual human.
I first build each part of the human body e.g. legs, arms etc. and then
use transformgroup(mainly translations) to form a articulated figure.
However, when I use RotationPath Interpolator to animate the motion of
each
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