Skeletal Animation: Moving bones/rotating joints


I have got a milkshape model of a human hand and I want to move the bones/joints. The model has got a skeleton. I don't want to use precalculated keyframes, because the hand should respond to finger movements captured by a data glove.

I didn't find a tutorial. so if someone can show me code, that it is fine;-) If someone could point me to the correct tutorial/topic that is also fine or even better…

Basically, just tell me what to read and where I can find it;-)

How do I access the bones/joints and how do I rotate them?


Hi Cubik22,

Dis you get any answer to your question any where?

Please let me know…i am also looking for same thing.


Maybe the setRotation and setTranslation methods on jointController are what you need.

jc = (JointController)file.getController(0);
jc.setTranslation(13, 0, new Vector3f(0,80,0));  // try this haven't checked it yet
Quaternion q = new Quaternion();
q.fromAngleAxis(FastMath.HALF_PI, Vector3f.UNIT_Y);
jc.setRotation(13, 0, q); // and this