Humanoid skinned-mesh representation for use with the Aviatrix3D scene graph.

This component is specifically designed to implement the ISO H-Anim (ISO/IEC FDIS 19774) specification through the use of skinned mesh representations. It is possible, though not tested, to represent other non-humanoid-style skinned mesh objects using these classes.

Design Notes

There are two versions of the code implementation that you could make use of: software and hardware rendering. In the software version, the mesh is deformed using a pure CPU-based software Java implementation. In the hardware version, OpenGL GLSLang shaders are used to perform the skinning calculations using shader hardware to allow a greater detail or more meshes being supported at once. Note that if you make use of the shader implementation here, you will not be able to make use of a generalised shader handling of the appearance for the skin.