Re: [JAVA3D] Xj3D VRML Loader and animations control for games

2004-05-06 Thread Florin Herinean
That's right. You can achieve reasonably good character animation without using complicated morphing for joints, just make sure that the animated parts overlap correctly at the joints, and you won't see any gaps. Alternatively, you can model the caracter as two separate items: a single, "perfect"

Re: [JAVA3D] Xj3D VRML Loader and animations control for games

2004-05-06 Thread Laurent Letellier
The third approach is to have a 3d application do all the calculation of the mesh based on the bones and save the vertex animations in the file. Of course this is pretty heavy but it has a good advantage: I tested it with the MD3 Loader and it works :). I wish I could show you the result but unf

Re: [JAVA3D] the Need for Speed debate

2004-05-06 Thread Florin Herinean
For both Mark and Chris, Yes, compile() may do that in some cases. However, from my very own experience, in many cases it fails to accurately detect what can be merged. Besides that, there are two specific cases that I want to explain: 1. the merging is completely governed by the permissions the

Re: [JAVA3D] Xj3D VRML Loader and animations control for games

2004-05-06 Thread Florin Herinean
Yes, you're right, you can do that, but precalculated animations introduce a strict limit on what your character is capable of doing. If you want to be able to react "naturally" to the environment, that's not an option. More than that, the previously described model can be extended to include colis

Re: [JAVA3D] Xj3D VRML Loader and animations control for games

2004-05-06 Thread Nikolai V. Chr.
Laurent Letellier wrote: The third approach is to have a 3d application do all the calculation of the mesh based on the bones and save the vertex animations in the file. Of course this is pretty heavy but it has a good advantage: I tested it with the MD3 Loader and it works :). No, that is the 2n

Re: [JAVA3D] Xj3D VRML Loader and animations control for games

2004-05-06 Thread Nikolai V. Chr.
Alessandro Borges wrote: Hi, There are several ways to do the same thing. In the link below a not so hurt model ;) http://planeta.terra.com.br/educacao/alessandroborges/ana/ana.html Ok, interesting. It looks ok, but are also not zoomed in, would it look nice if you walked past her on a street gett

Re: [JAVA3D] Xj3D VRML Loader and animations control for games

2004-05-06 Thread Nikolai V. Chr.
Laurent Letellier wrote: I thought I was close to reaching it while testing the Xj3D Loader and before Justin Couch nicely explained to me that it was not to be. Just so that you know it. Xj3D is actually ok for key-framed animations. But is has those 2 drawbacks: memory and precalculated anima

Re: [JAVA3D] Xj3D VRML Loader and animations control for games

2004-05-06 Thread Alan Hudson
Nikolai V. Chr. wrote: Just so that you know it. Xj3D is actually ok for key-framed animations. But is has those 2 drawbacks: memory and precalculated animations(like NVN). One note about memory usage for interpolators. Right now we are double storing interpolation data. It would likely take 2

Re: [JAVA3D] the Need for Speed debate

2004-05-06 Thread Chien Yang
For performance related issue, Java 3D's perf_guide.txt is a good place to start. Here is the information on how the compile() method works : - Compile . Scene graph flattening: TransformGroup nodes that are neither readable nor writable are collapsed into a

Re: [JAVA3D] Xj3D VRML Loader and animations control for games

2004-05-06 Thread Alessandro Borges
hi, I just put the joints in the right place and spheres overlapping the holes. There is no mesh deformation at all. The pics show my application in real size. I do not need be closer than it. But you can see some close-up pics here http://planeta.terra.com.br/educacao/alessandroborges/ana/ana.htm

[JAVA3D] Geometry ByRef + UCIO

2004-05-06 Thread N. Vaidya
Chien, I'm using an IndexedTriangleArray with ByRef and UCIO bits and specified as below: IndexedTriangleArray ita = new IndexedTriangleArray ( vertCoordsFloat.length / 3, IndexedTriangle

Re: [JAVA3D] Geometry ByRef + UCIO

2004-05-06 Thread Chien Yang
Vaidya, Indexed geometry with the USE_COORD_INDEX_ONLY attribute set should avoid unindexify before rendering. I'm not seeing anything obvious in your code segment. Can you send me a test case ? thanks, - Chien. N. Vaidya wrote: Chien, I'm using an IndexedTriangleArray with ByRef and UCIO bi