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"
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
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
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
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
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
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
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
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
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
Chien,
I'm using an IndexedTriangleArray with ByRef and UCIO bits and specified as
below:
IndexedTriangleArray ita =
new IndexedTriangleArray
(
vertCoordsFloat.length / 3,
IndexedTriangle
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
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