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Killer Game Programming in Java
book

Killer Game Programming in Java

by Andrew Davison
May 2005
Intermediate to advanced
998 pages
26h
English
O'Reilly Media, Inc.
Content preview from Killer Game Programming in Java

Articulation and Skinning

Skinning utilizes two elements: a mesh for the figure's skin (or clothes) and an articulated bone model. The vertices of the skin mesh are connected to bone contact points by weights, which specify how the skin adjusts as the bones move.

Salamander

Mark McKay has released a skeletal animation and skinning system as part of his unfinished but useful Salamander Project (https://skinandbones.dev.java.net/). Salamander offers keyframe interpolation and multiple animation tracks based on the Maya trax editor.

Skinning VRML loader

Seungwoo Oh has developed a VRML loader that can handle motion data (rotations and translations) and supports geometry skinning (http://vr.kaist.ac.kr/~redmong/research.htm). He has utilized this for clothing human figures with convincing results. His site includes Java 3D loaders and articles explaining the concepts behind his software.

H-Anim skinning

A skinned mesh system, derived from the H-Anim specification, is part of Xj3D, a toolkit for VRML 97 and X3D content written in Java (http://www.xj3d.org/). There's a version for Aviatrix3D, a Java scene graph API over the top of JOGL (http://aviatrix3d.j3d.org/). There's no Java 3D version at the moment (December 2004).

M3G

Java 2 Micro Edition (J2ME) has an optional 3D graphics API package called M3G. It's an interesting mix of high-level and low-level 3D graphics features, developed under JSR 184. M3G includes a SkinnedMesh class, which represents a skeletally polygon mesh.

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Publisher Resources

ISBN: 0596007302Errata Page