Paul, Mark, Kevin. 3!
You are so right Vaidya. We appreciate and like their supports.
Let's make a pause for our usual complains.
"J3D . the right API . commited by the wright 3 guys".
If I could say 3D weather is ... Sunny, and I shall not complain.
T.
---Message origina
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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Hello everyone,
I am having some problems implementing my collision avoidance system for
my school project. I hope someone might help me or light things out.
This is the situation: I have some QuadArrays, 8 to be exact, that form
an octogonal shape. The shape, these QuadArrays define, represe
How about a geometry-based picking? Thats much more exact and could be a
solution for your problem.
--
http://www.3dchat.org - Welcome To The Unreal World
http://java3d.virtualworlds.de - The J3D Developers Ressource
===
To uns
Thanks for the quick response.
Sounds like a great idea, how can I implement it? Below is part of the
behavior I'm using to do the picking (some of the code is based on
the j3d.ord site). And even lower I post the settings for the Branch
englobing the collidable objets (my Quads).
Many thanks
Hi folks.
I am building geometry using GeometryArray.setCoordRefDouble() and, by
and large it all seems to work fine, as far as displaying the 3d data is
concerned anyway.
But I'm running into a problem, once the data goes live, and I want to
calculate something based upon the coordinates.
The prob