I have translated it into Groovy, which in this case, amounted to removing the semi-colons and replacing the types in front of every initialisation with a def statement. Here is the minimum code you need to show something in Java 3D. Sure, there are an enormous number of parameters that have to be added to a 3D scene, but shouldn't an API help a bit? It really felt like everything had to be done from first principals. I was disappointed to find it horrendously complex. I thought I would play with Java3D a bit first, and see if I could create something fun. This sparked my interest and made me wonder how Groovy would work with Java3D, and whether we could get any leverage from it. This time, though, I found myself browsing for 3D images, libraries and tools, and I came across a link on explaining how to export data from Blender to Java3D. I always discover that I can't, because as well as the obvious need to learn the finer details of a very complex world (of translations, textures and shading etc.) it also means being right-brained or creative. I had a similar moment after watching "Monsters Inc." Occasionally, when I see graphical achievements like that, I am inspired to download the latest version of Blender, and see if I can render something superb myself. If you are anything like me, you were fascinated and enthralled by the great 3D graphics in "Avatar" (and disappointed by the story).
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