Importing Animations sequences

Is it possible to import animations created in 3d design packages into Java3d?

So if I create my character in 3ds and create a generic walking animation for them. Can I then load the animation into my java3d scene so I can switch it on when the character is moving and switch it off when the character stops?

Is this a good way to work this type of thing, or am I better doing the animation in Java using behaviours and so on? If I am, do I need to create the object in pieces - separate body, legs, arms etc- so they can move independantly? That sounds like it would be rather hard to get any degree of polish with.

Any tips, thoughts or experiences will be appreciated.

I’ve seen animated objects together with FullSails OpenFlight loader. I’m not a aware of a loader that allows this with 3DS.

But would be cool to have. Anybody here owns a Multigen tool?

I’ve been using Morphs and behaviors to do animations, but it’s mostly a placeholder until someone writes an animation loader that uses inverse kinematics and everything. :-/

I take the key frames in 3DS and save them as separate static models. Then I load them in and create a Morph between the geometries. The behavior handles setting the morph weights.

The results are better looking than I expected, but it uses more memory than I would have liked. The advantage is I don’t have to break apart my models into separate limbs and do each limb separately, so it’s fast for adding simple animations.

Also, what I am working on does not use humanoid avatars or complex animations. YRMV.

–Brad

It doesn’t sound like people have really used this very much- how have other people animated characters for use in Java3D applications?

Look at:

http://nwn-j3d.sourceforge.net/

Well Neverwinternight loader has animations, but I am not sure how easy it is to export models into it.

Otherwise you could do a seach on the Internet for “Humanoid animation” or H-Anim and use VRML.

Regards
Nikolai

So for proof of concept type work I’m using a morph sequence as suggested by bmyers (although the budget version where you use Milkshape rather than 3dsmax) and although I suspect that if I ever do embark on any serious 3d gaming stuff I will need to master skeletal animations, it is working lovely for the basic stuff.