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1  Java Game APIs & Engines / Java 3D / Executable java3d program on: 2004-04-28 18:11:09
Hi!

I have my program in Java3D with texutres and Swing. How can I make an executable file? So that the program runs by clicking it in windows.
2  Java Game APIs & Engines / Java 3D / Re: behavior and swing question on: 2004-03-02 10:01:07
Hi!

Thanks for the help. The method you have described would probably work. With the behavior I was having the flickering problem. I have used the Swing Timer instead, there is no or very less flickering, since I just wanted to a time delay so that after a certain interval the next line from the animation file is executed. It works ok. Swing Timer has listerners which allows me to start and stop the animation.
3  Java Game APIs & Engines / Java 3D / Re: behavior and swing question on: 2004-02-26 17:24:08
Can u plz explain a bit more. I tried calling it from a separate method. Wasn't effective
4  Java Game APIs & Engines / Java 3D / behavior and swing question on: 2004-02-26 11:17:21
Hi!

Is it possible to control the WakeupOnElapsedTime behavior using a swing button. I basically want to control the start and stop of my animation.

Thanks
5  Java Game APIs & Engines / Java 3D / screen flicker on: 2004-02-16 12:51:43
I am using time elapsed behavior for my animation but my screen flickers a lot. What could be done about it?
6  Java Game APIs & Engines / Java 3D / animation character on: 2004-02-15 16:53:35
Hi!

I am running my animation by using the wakeupOnTimeElapsed behavior. I want to control the animation with a button so that when I press start it starts and when it finishes, if I want to start again I press button again it satrts again. How could this be done? Is it possible to use a JButton from swing and in the event actions try to call the processStimulus method or is there any special way of doing such a thing. Thanks.
7  Java Game APIs & Engines / Java 3D / wakeupOnElapsedTime behavior urgent question on: 2004-02-14 12:22:29
Hi

For my character animation, I have made a hierarchial structure. I want to animate it so that it could walk (not very realistically). First I used wakeupOnElapsedTime behavior to wake up every n seconds and then read a rotation command for a limb from an animation file. But it wasn't very smooth. Is it possible to use this timer behavior or any other, so that at n seconds 1 command is executed than n+1 time an other so that there is an interpolation type effect and the animation looks bit smooth. Thanks.
8  Java Game APIs & Engines / Java 3D / WakeupOnBehaviorPost on: 2004-02-11 23:12:25
Hi!

Can any one explain how WakeupOnBehavior works, a code snippet would be very helpful and would be ok to use it for a character animation to synchronise the movements of varioius limbs

Thanks
9  Java Game APIs & Engines / Java 3D / Re: which api for shapes such as ellipses, bezier. on: 2004-02-11 15:13:02
Try visiting this website and have a look at the chapter for lathe shapes. It might be of interest


http://fivedots.coe.psu.ac.th/~ad/jg/


10  Java Game APIs & Engines / Java 3D / Re: which api for shapes such as ellipses, bezier. on: 2004-02-10 20:57:24
Is it possible for you to post the code for the curves...

Cheers
11  Java Game APIs & Engines / Java 3D / Re: Behavior question on: 2004-02-08 16:06:17
you could use any technique with java3d as long you know the maths for it

I am new to Java3D...can you plz mention where at j3d.org these classes are..

Thanks
12  Java Game APIs & Engines / Java 3D / wRe: Character animation on: 2004-02-08 15:39:27
I am waiting for it as well, this would be very useful for my project which needs to be completed soon.
13  Java Game APIs & Engines / Java 3D / Inverse Kinematics in Java 3D on: 2004-02-07 21:28:50
Hi!

Is there any way to incorporate inverse kinematics in Java 3d or any other solution. I have a character with transformgroups and restrictions to various joints. I have animated the figure by reading from a text file in which I decribed all the joint angles for various rotations. But the walk doesn't look very appealing. Plus is there any to incorporate IK so that accurate angles of the joint could be calculated if lets say I want to move the leg to a specific point.

Thanks
14  Java Game APIs & Engines / Java 3D / Re: Behavior question on: 2004-02-06 23:02:13
Hi!

What other API I could use? Also is there any way to use the inverse kinematics, to calculate the joint angles and then put them in the animation file so that it looks more realistic?.
15  Java Game APIs & Engines / Java 3D / Re: Behavior question on: 2004-02-04 00:48:06
Hi!

Thanks for the reply. I am using the TimeElapsedBehavior. What I am trying to do is animate an articulated figure. I have the various ranges and transforms setup. What I want to do is move the right leg, then after a little delay, the left arm moves, so that the character is animated. I am not sure if the ElapsedFrame or the postFrame could be used. Thanks
16  Java Game APIs & Engines / Java 3D / Behavior question on: 2004-02-03 18:13:34
Hi!

I want to use TimeElapsed behavior or FrameElapsed behavior or any other method. What I want to do is that if a specific time has passed e.g. 2000milsec, I run a bit of code, when 2500 milsec pass I run an other. How could this be achieved?. Thanks.
17  Java Game APIs & Engines / Java 3D / Re: Character animation urgent help on: 2004-02-03 12:24:25
Hi!

Thank you very much. I did visit your website earlier as well, but I couldn't find the link to download your Java version of Cal3d. If possible please send it to me. Thanks.
18  Java Game APIs & Engines / Java 3D / Character animation urgent help on: 2004-01-26 15:36:04
Hi!

I have a character of a human shape. I have various transform groups for the various joints in the hierarchy. The limbs can move with in angle range. Now, I have to make it move that is walk etc. What would be the best method for animation. If some one could could help me with this and also point out any examples on the web etc. Thanks.
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