Re: VRML 2.0 and Behaviours
Ross Carlson ([email protected])
Fri, 14 Apr 1995 16:27:33 -0400
>
>Just to put a quick version of my two cents into this discussion...
>I believe that the "behaviour" pieces of VRML can be divided into two parts.
>First we will need to provide a way of expressing the semantic content of a
>scene -
>ie the geometry underneath this separator is an arm, and it is supposed to
>be able to move in the following fashion...
>Next we will need to provide a way of driving the models based on this
>semantic information - ie from time period 0-10 seconds raise arm at
>shoulder, from time period 5-15 seconds bend arm at elbow, etc.
I don't know much about it, but I contract out graphics work for my biz to a
person who uses 3DS to do his animations. I gather that there is some form
of scripting language in 3DS that allows descriptions of relationships
between parts of an object (such as, this object "the arm" is connected to
the "torso" object), and it also describes movement of such groups.
Maybe it would be helpful to take a closer look at that.
Just my two cents.
-Ross