The dreaded "could not find the Main Class, Program will exit", how?

Hello all,
I am trying to run my .jar file and I get this error message.
I want to mention I googled and searched for it, without success: There is so many different explanations!
I tried this:
Adding some lines in a manifest.fm file...
Manifest-Version: 1.0
Ant-Version: Apache Ant 1.7.0
Created-By: 10.0-b19 (Sun Microsystems Inc.)
X-COMMENT: Main-Class will be added automatically by build
I have Netbeans 5.5.
Also I noticed my "build.xml" file is empty" and my "manifest.fm" nearly empty. I have also added "project, main class" in the options...
Here is my "build":
{code}<?xml version="1.0" encoding="UTF-8"?>
<!-- You may freely edit this file. See commented blocks below for -->
<!-- some examples of how to customize the build. -->
<!-- (If you delete it and reopen the project it will be recreated.) -->
<project name="BetaCourseworkJava3d_Final" default="default" basedir=".">
<description>Builds, tests, and runs the project BetaCourseworkJava3d_Final.</description>
<import file="nbproject/build-impl.xml"/>
<!--
There exist several targets which are by default empty and which can be
used for execution of your tasks. These targets are usually executed
before and after some main targets. They are:
-pre-init: called before initialization of project properties
-post-init: called after initialization of project properties
-pre-compile: called before javac compilation
-post-compile: called after javac compilation
-pre-compile-single: called before javac compilation of single file
-post-compile-single: called after javac compilation of single file
-pre-compile-test: called before javac compilation of JUnit tests
-post-compile-test: called after javac compilation of JUnit tests
-pre-compile-test-single: called before javac compilation of single JUnit test
-post-compile-test-single: called after javac compilation of single JUunit test
-pre-jar: called before JAR building
-post-jar: called after JAR building
-post-clean: called after cleaning build products
(Targets beginning with '-' are not intended to be called on their own.)
Example of inserting an obfuscator after compilation could look like this:
<target name="-post-compile">
<obfuscate>
<fileset dir="${build.classes.dir}"/>
</obfuscate>
</target>
For list of available properties check the imported
nbproject/build-impl.xml file.
Another way to customize the build is by overriding existing main targets.
The targets of interest are:
-init-macrodef-javac: defines macro for javac compilation
-init-macrodef-junit: defines macro for junit execution
-init-macrodef-debug: defines macro for class debugging
-init-macrodef-java: defines macro for class execution
-do-jar-with-manifest: JAR building (if you are using a manifest)
-do-jar-without-manifest: JAR building (if you are not using a manifest)
run: execution of project
-javadoc-build: Javadoc generation
test-report: JUnit report generation
An example of overriding the target for project execution could look like this:
<target name="run" depends="BetaCourseworkJava3d_TestsBACKUPSUNDAY05April-impl.jar">
<exec dir="bin" executable="launcher.exe">
<arg file="${dist.jar}"/>
</exec>
</target>
Notice that the overridden target depends on the jar target and not only on
the compile target as the regular run target does. Again, for a list of available
properties which you can use, check the target you are overriding in the
nbproject/build-impl.xml file.
-->
</project>
{code}
my Manifest:
{code}Manifest-Version: 1.0
Ant-Version: Apache Ant 1.7.0
Created-By: 10.0-b19 (Sun Microsystems Inc.)
X-COMMENT: Main-Class will be added automatically by build
{code}
And my whole code (although I have like 4 .JAVA files in my project):
{code}
package courseworkjava3d;
import java.awt.*;
import java.awt.event.*;
import com.sun.j3d.utils.geometry.*;
import com.sun.j3d.utils.universe.*;
import javax.swing.*;
import javax.media.j3d.*;
import javax.vecmath.*;
import javax.media.j3d.PositionPathInterpolator;
import javax.media.j3d.Alpha;
import javax.media.j3d.BoundingSphere;
import com.sun.j3d.utils.applet.MainFrame;
import java.applet.Applet;
import java.awt.event.WindowAdapter;
import javax.swing.Timer;
import com.sun.j3d.utils.image.*;
public class Simple3D extends JFrame implements ActionListener, KeyListener
private TransformGroup objTransxx;
private Button go = new Button("Press to start the Bouncing Ball. Press A and S to move the ball Left and Right once it started!");
private Transform3D transxx = new Transform3D();
private float height=0.0f;
private float sign = 1.0f; // aller vers le haut ou vers le bas
private Timer timer;
private float xloc=-2.25f;
public Simple3D()
setSize(800, 800);
GraphicsConfiguration graphicsConfig = SimpleUniverse.getPreferredConfiguration();
Canvas3D canvas = new Canvas3D(graphicsConfig);
getContentPane().add("Center", canvas);
BasicUniverse universe = new BasicUniverse(canvas, 8.0f);
// Rotate the view platform by PI/4 radians about X in the BasicUniverse
TransformGroup viewTransform = universe.getViewPlatformTransform();
Transform3D transform = new Transform3D();
transform.rotX(-Math.PI / 4.0);
Transform3D currentTransform = new Transform3D();
viewTransform.getTransform(currentTransform);
transform.mul(currentTransform);
viewTransform.setTransform(transform);
// Add something to display
BranchGroup scene = createCubeGraph();
universe.addBranchGraph(scene);
/* //ultra important! comment theses lines otherwise it bugs!
//Merde
setLayout(new BorderLayout());
GraphicsConfiguration config =
SimpleUniverse.getPreferredConfiguration();
Canvas3D c = new Canvas3D(config); */
add("Center", canvas);
//i messed up te code, i replaced canvas c by "canvas" as i already had one!
canvas.addKeyListener(this);
timer = new Timer(75,this);
//timer.start();
Panel p =new Panel();
p.add(go);
add("North",p);
go.addActionListener(this);
go.addKeyListener(this);
// Cr�er une sc�ne simple et l�ajouetr � l�univers
//BranchGroup scene2 = createCubeGraph();
//SimpleUniverse u = new SimpleUniverse(c);
//u.getViewingPlatform().setNominalViewingTransform();
//u.addBranchGraph(scene2);
//End Merde
public BranchGroup createCubeGraph() {
BranchGroup Humanoid = new BranchGroup();
//Debut Ball REBOUND
// Create the root of the branch graph
//BranchGroup objRoot = new BranchGroup();
objTransxx = new TransformGroup();
objTransxx.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
Humanoid.addChild(objTransxx);
// Cr�er une forme simple et l�ajouter au graph de sc�ne
Sphere spherex = new Sphere(0.85f);
objTransxx = new TransformGroup();
objTransxx.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
Transform3D pos1 = new Transform3D();
pos1.setTranslation(new Vector3f(-2.0f,0.0f,-2.0f));
objTransxx.setTransform(pos1);
objTransxx.addChild(spherex);
Humanoid.addChild(objTransxx);
BoundingSphere boundsx =
new BoundingSphere(new Point3d(0.0,0.0,0.0), 100.0);
// I messed up the colors: I have applied 2 times some colorslights to the same BranchGroup
Color3f light1Colorx = new Color3f(1.0f, 1.0f, 1.0f);
Vector3f light1Directionx = new Vector3f(4.0f, -7.0f, -12.0f);
DirectionalLight light1x
= new DirectionalLight(light1Colorx, light1Directionx);
light1x.setInfluencingBounds(boundsx);
Humanoid.addChild(light1x);
// R�gler la lumi�re ambiante
Color3f ambientColorx = new Color3f(1.0f, 1.0f, 1.0f);
AmbientLight ambientLightNodex = new AmbientLight(ambientColorx);
ambientLightNodex.setInfluencingBounds(boundsx);
Humanoid.addChild(ambientLightNodex);
// END BallRebound
// Apparence BODY
// Configurer les couleurs
Color3f blackbody = new Color3f(0.0f, 0.0f, 0.0f);
Color3f whitebody = new Color3f(1.0f, 1.0f, 1.0f);
Color3f redbody = new Color3f(0.8f, .85f, .85f);
// Configurer la texture
//if I want it in Black and white i need to replace RGB by LUMINANCE
TextureLoader loaderbody = new TextureLoader("C:\\java3d\\body.jpg", "RGB", new Container());
Texture texturebody = loaderbody.getTexture();
texturebody.setBoundaryModeS(Texture.WRAP);
texturebody.setBoundaryModeT(Texture.WRAP);
texturebody.setBoundaryColor( new Color4f( 1.0f, 1.0f, 0.0f, 0.0f ) );
// Configurer les attributs de la texture
// Param�tres possibles : REPLACE, BLEND ou DECAL (ici, MODULATE)
TextureAttributes texAttrbody = new TextureAttributes();
texAttrbody.setTextureMode(TextureAttributes.MODULATE);
Appearance apbody = new Appearance();
apbody.setTexture(texturebody);
apbody.setTextureAttributes(texAttrbody);
//Configurer le mat�riau
apbody.setMaterial(new Material(redbody, blackbody, redbody, blackbody, 1.0f));
// Cr�er une sph�re pour y appliquer les textures
int primflagsbody = Primitive.GENERATE_NORMALS + Primitive.GENERATE_TEXTURE_COORDS;
// End Apparence BODY
// Apparence BODYHEAD
// Configurer les couleurs
Color3f blackbodyH = new Color3f(0.0f, 0.0f, 0.0f);
Color3f whitebodyH = new Color3f(1.0f, 1.0f, 1.0f);
Color3f redbodyH = new Color3f(0.8f, .85f, .85f);
// Configurer la texture
//if I want it in Black and white i need to replace RGB by LUMINANCE
TextureLoader loaderbodyH = new TextureLoader("C:\\java3d\\head.jpg", "RGB", new Container());
Texture texturebodyH = loaderbodyH.getTexture();
texturebodyH.setBoundaryModeS(Texture.WRAP);
texturebodyH.setBoundaryModeT(Texture.WRAP);
texturebodyH.setBoundaryColor( new Color4f( 1.0f, 1.0f, 0.0f, 0.0f ) );
// Configurer les attributs de la texture
// Param�tres possibles : REPLACE, BLEND ou DECAL (ici, MODULATE)
TextureAttributes texAttrbodyH = new TextureAttributes();
texAttrbodyH.setTextureMode(TextureAttributes.MODULATE);
Appearance apbodyH = new Appearance();
apbodyH.setTexture(texturebodyH);
apbodyH.setTextureAttributes(texAttrbodyH);
//Configurer le mat�riau
apbodyH.setMaterial(new Material(redbodyH, blackbodyH, redbodyH, blackbodyH, 1.0f));
// Cr�er une sph�re pour y appliquer les textures
int primflagsbodyH = Primitive.GENERATE_NORMALS + Primitive.GENERATE_TEXTURE_COORDS;
// End Apparence BODY HEAD
//for the trunk c le corps
TransformGroup fortheTrunk = new TransformGroup();
//will allow to modify object wgile executing
fortheTrunk.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
//alpha rotation time related
Alpha rotationAlpha2=new Alpha(-1,9000);
//behviour for our rotation
RotationInterpolator rotator2= new RotationInterpolator(rotationAlpha2,fortheTrunk);
// area where rotation will be
BoundingSphere bounds2=new BoundingSphere();
rotator2.setSchedulingBounds(bounds2);
fortheTrunk.addChild(rotator2);
//end of rtotation
Alpha transAlphahuman=new Alpha(-1,600);
//transform 3d trans for the interpolatipon HUMANOID
Transform3D transhumanoid=new Transform3D();
//matrix for 2positions
Point3f[] cheminhuman=new Point3f[3];
cheminhuman[0]=new Point3f(0.8f,0.0f,0.0f);
cheminhuman[1]=new Point3f(-0.8f,0.0f,0.0f);
cheminhuman[2]=new Point3f(0.8f,0.0f,0.0f);
//matrix of floats to make the dots match with timeline
float[] timePositionhuman={0.0f,0.50f,1.0f};
PositionPathInterpolator interpolhuman=new PositionPathInterpolator(transAlphahuman,fortheTrunk,transhumanoid,timePositionhuman,cheminhuman);
BoundingSphere bounds4=new BoundingSphere();
interpolhuman.setSchedulingBounds(bounds4);
fortheTrunk.addChild(interpolhuman);
//add the trunk to the branchgroup
Humanoid.addChild(fortheTrunk);
TransformGroup zeTrunk = new TransformGroup();
zeTrunk.addChild(new com.sun.j3d.utils.geometry.Box(.55f,.80f,.50f,
primflagsbody,apbody));
//t3D for the head= bouge up
Transform3D T3DHead = new Transform3D();
T3DHead.set(new Vector3f(0f,1.1f,0f));
//create a tranform group for this t3Dhead
TransformGroup fortheHead = new TransformGroup();
fortheHead.setTransform(T3DHead);
//add the box head
//fortheHead.addChild(new com.sun.j3d.utils.geometry.Box(.20f,.20f,.10f, primflagsbody,apbody));
fortheHead.addChild(new com.sun.j3d.utils.geometry.Sphere(0.35f,primflagsbodyH,apbodyH));
/* I dont need that anymore it was for putting a flat texture on a face. I chose a sphere instead!
//transform 3D for the face
Transform3D T3DFace = new Transform3D();
T3DFace.set(new Vector3f(0f,0f,.14f));
//create a TransformGroup for this Face
TransformGroup Face = new TransformGroup();
Face.setTransform(T3DFace);
//add the child box to the face;
Face.addChild(new com.sun.j3d.utils.geometry.Box(.20f,.20f,.2f,
primflagsbodyH,apbodyH));
//add this face to the head as a child
fortheHead.addChild(Face);
//tranform3d left arm
Transform3D T3DArmL = new Transform3D();
T3DArmL.set(new Vector3f(-0.79f,0.73f,0f));
//create Tranform Group for the leftarm
TransformGroup fortheArmL = new TransformGroup();
fortheArmL.setTransform(T3DArmL);
//add the group for upperarm
TransformGroup ArmL = new TransformGroup();
ArmL.addChild(new com.sun.j3d.utils.geometry.Box(.25f,.14f,.10f,
primflagsbody,apbody));
fortheArmL.addChild(ArmL);
//create a transform3D for the forearmleft
Transform3D T3DForearmL = new Transform3D();
T3DForearmL.set(new Vector3f(-.51f,0f,0f));
//create the tranformgroup for the forearmleft
TransformGroup ForearmL = new TransformGroup();
ForearmL.setTransform(T3DForearmL);
//add the child box to forearm
ForearmL.addChild(new com.sun.j3d.utils.geometry.Box(.20f,.14f,.10f,
primflagsbody,apbody));
ArmL.addChild(ForearmL);
//create transform 3d for the lefthand
Transform3D T3DHandL = new Transform3D();
T3DHandL.set(new Vector3f(-.42f,0f,0f));
//create the child tranform group for the box of the hand
TransformGroup HandL= new TransformGroup();
HandL.setTransform(T3DHandL);
//add the child hand to the forearm
ForearmL.addChild(HandL);
//create the box for the handLeft
HandL.addChild(new com.sun.j3d.utils.geometry.Box(.10f,.140f,.10f,
primflagsbody,apbody));
//Right Arm
//tranform3d right arm
Transform3D T3DArmR = new Transform3D();
T3DArmR.set(new Vector3f(0.79f,0.73f,0f));
//create Tranform Group for the right arm
TransformGroup fortheArmR = new TransformGroup();
fortheArmR.setTransform(T3DArmR);
//add the group for upperarm right
TransformGroup ArmR = new TransformGroup();
ArmR.addChild(new com.sun.j3d.utils.geometry.Box(.25f,.14f,.10f, primflagsbody,apbody));
//com.sun.j3d.utils.geometry.Box.GENERATE_NORMALS,new Appearance()));
fortheArmR.addChild(ArmR);
//create a transform3D for the forearmright
Transform3D T3DForearmR = new Transform3D();
T3DForearmR.set(new Vector3f(.51f,0f,0f));
//create the tranformgroup for the forearmright
TransformGroup ForearmR = new TransformGroup();
ForearmR.setTransform(T3DForearmR);
//add the child box to forearmright
ForearmR.addChild(new com.sun.j3d.utils.geometry.Box(.20f,.14f,.10f, primflagsbody,apbody));
ArmR.addChild(ForearmR);
//create transform 3d for the righthand
Transform3D T3DHandR = new Transform3D();
T3DHandR.set(new Vector3f(.42f,0f,0f));
//create the child tranform group for the box of the hand
TransformGroup HandR= new TransformGroup();
HandR.setTransform(T3DHandR);
//add the child hand to the forearmright
ForearmR.addChild(HandR);
//create the box for the handright
HandR.addChild(new com.sun.j3d.utils.geometry.Box(.10f,.14f,.10f, primflagsbody,apbody));
//Left Leg
//tranform3d left leg
Transform3D T3DLegL = new Transform3D();
T3DLegL.set(new Vector3f(0.43f,-1.23f,0f));
//create Tranform Group for the leftleg
TransformGroup fortheLegL = new TransformGroup();
fortheLegL.setTransform(T3DLegL);
//add the group for uppeleg
TransformGroup LegL = new TransformGroup();
LegL.addChild(new com.sun.j3d.utils.geometry.Box(.16f,.35f,.10f, primflagsbody,apbody));
fortheLegL.addChild(LegL);
//create a transform3D for the downlegleft
Transform3D T3DDownLegL = new Transform3D();
T3DDownLegL.set(new Vector3f(0f,-.70f,0f));
//create the tranformgroup for the downegleft
TransformGroup DownLegL = new TransformGroup();
DownLegL.setTransform(T3DDownLegL);
//add the child box to downlegm
DownLegL.addChild(new com.sun.j3d.utils.geometry.Box(.16f,.25f,.10f, primflagsbody,apbody));
LegL.addChild(DownLegL);
//create transform 3d for the leftfeet
Transform3D T3DFeetL = new Transform3D();
T3DFeetL.set(new Vector3f(.0f,-.45f,0f));
//create the child tranform group for the box of thefeet
TransformGroup FeetL= new TransformGroup();
FeetL.setTransform(T3DFeetL);
//add the child hand to the downleg
DownLegL.addChild(FeetL);
//create the box for the feetLeft
FeetL.addChild(new com.sun.j3d.utils.geometry.Box(.16f,.10f,.15f, primflagsbody,apbody));
//Right Leg
//tranform3dright leg
Transform3D T3DLegR = new Transform3D();
T3DLegR.set(new Vector3f(-0.43f,-1.23f,0f));
//create Tranform Group for the righttleg
TransformGroup fortheLegR = new TransformGroup();
fortheLegR.setTransform(T3DLegR);
//add the group for uppelegR
TransformGroup LegR = new TransformGroup();
LegR.addChild(new com.sun.j3d.utils.geometry.Box(.16f,.35f,.10f, primflagsbody,apbody));
fortheLegR.addChild(LegR);
//create a transform3D for the downlegright
Transform3D T3DDownLegR = new Transform3D();
T3DDownLegR.set(new Vector3f(0f,-.70f,0f));
//create the tranformgroup for the downegright
TransformGroup DownLegR = new TransformGroup();
DownLegR.setTransform(T3DDownLegR);
//add the child box to downlegRight
DownLegR.addChild(new com.sun.j3d.utils.geometry.Box(.16f,.25f,.10f, primflagsbody,apbody));
LegR.addChild(DownLegR);
//create transform 3d for the rightfeet
Transform3D T3DFeetR = new Transform3D();
T3DFeetR.set(new Vector3f(.0f,-.45f,0f));
//create the child tranform group for the box of thefeetright
TransformGroup FeetR= new TransformGroup();
FeetR.setTransform(T3DFeetR);
//add the child feet right to the downleg
DownLegR.addChild(FeetR);
//create the box for the feetright
FeetR.addChild(new com.sun.j3d.utils.geometry.Box(.16f,.10f,.15f, primflagsbody,apbody));
//rajoute la box zetrunk et des fils
fortheTrunk.addChild(zeTrunk);
fortheTrunk.addChild(fortheHead);
fortheTrunk.addChild(fortheArmL);
fortheTrunk.addChild(fortheArmR);
fortheTrunk.addChild(fortheLegL);
fortheTrunk.addChild(fortheLegR);
//DEBUT CUBE
//beginning of rotation
TransformGroup objSpin=new TransformGroup();
//create transform 3d for box which spin
Transform3D T3DobjSpin = new Transform3D();
T3DobjSpin.set(new Vector3f(-2.50f,.45f,0f));
//create the child tranform group for the box which spin
objSpin.setTransform(T3DobjSpin);
//will allow to modify object while executing
objSpin.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
//alpha rotation time related
Alpha rotationAlpha=new Alpha(-1,900);
Alpha transAlpha=new Alpha(-1,900);
//transform 3d trans for the interpolatipon
Transform3D trans=new Transform3D();
//matrix for 2positions
Point3f[] chemin=new Point3f[3];
chemin[0]=new Point3f(-2.8f,0.40f,1.0f);
chemin[1]=new Point3f(-0.8f,0.40f,1.0f);
chemin[2]=new Point3f(-2.8f,0.40f,1.0f);
//matrix of floats to make the dots match with timeline
float[] timePosition={0.0f,0.50f,1.0f};
PositionPathInterpolator interpol=new PositionPathInterpolator(transAlpha,objSpin,trans,timePosition,chemin);
BoundingSphere bounds3=new BoundingSphere();
interpol.setSchedulingBounds(bounds3);
objSpin.addChild(interpol);
//behviour for our rotation
RotationInterpolator rotator= new RotationInterpolator(rotationAlpha,objSpin);
// area where rotation will be
BoundingSphere bounds=new BoundingSphere();
rotator.setSchedulingBounds(bounds);
objSpin.addChild(rotator);
//end of rtotation
//add transform group objspin to branchgroup humanoid
Humanoid.addChild(objSpin);
//test a cube which heritate of this rotation?
objSpin.addChild(new ColorCube(0.25));
//test
//module cube + transparency
// create an ALPHA transparency apparence (invisible)
Appearance app0x=new Appearance();
app0x.setColoringAttributes(new ColoringAttributes(new Color3f(0.3f,0.2f,1.0f),ColoringAttributes.SHADE_GOURAUD));
app0x.setTransparencyAttributes(new TransparencyAttributes(TransparencyAttributes.NICEST,0.5f));//0.5f represente 50% de transparence
// create the blue sphere which rotate
Transform3D transsphere=new Transform3D();
transsphere.set(new Vector3f(0.0f, -0.1f, 0.3f));
TransformGroup TGsphere=new TransformGroup(transsphere);
TGsphere.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
objSpin.addChild(TGsphere);
//objRotatecube.addChild(TGsphere);
TGsphere.addChild( new Sphere(0.3f,app0x) );
//End Module Cube + Transparency
//END CUBE
//DEBUT WHOLE BIRD
//beginning of Rotation for Bird
TransformGroup Bird=new TransformGroup();
//will allow to modify object while executing
Bird.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
//alpha rotation time related
Alpha rotationAlphaBird=new Alpha(-1,400);
Alpha transAlphaBird=new Alpha(-1,5990);
//transform 3d trans for the interpolatipon
Transform3D transBird=new Transform3D();
//create transform 3d for the Bird
transBird.set(new Vector3f(1.90f,-.45f,0.9f));
//create the child tranform group for the Bird Box
Bird.setTransform(transBird);
//matrix for 2positions
Point3f[] cheminBird=new Point3f[3];
cheminBird[0]=new Point3f(1.95f,0.0f,-6.8f);
cheminBird[1]=new Point3f(1.95f,0.90f,-0.8f);
cheminBird[2]=new Point3f(1.95f,0.0f,5.8f);
//matrix of floats to make the dots match with timeline
float[] timePositionBird={0.00f,0.50f,1.0f};
PositionPathInterpolator interpolBird=new PositionPathInterpolator(transAlphaBird,Bird,transBird,timePosition,cheminBird);
BoundingSphere bounds3Bird=new BoundingSphere();
//BoundingSphere bounds3Bird= new BoundingSphere(new Point3d(0.0, 0.0, -50.0), 0.5);
interpolBird.setSchedulingBounds(bounds3Bird);
Bird.addChild(interpolBird);
//behviour for our rotation
RotationInterpolator rotatorBird= new RotationInterpolator(rotationAlphaBird,Bird);
// area where rotation will be
BoundingSphere boundsBird=new BoundingSphere();
rotatorBird.setSchedulingBounds(boundsBird);
Bird.addChild(rotatorBird);
//end of rotation For Bird
//add transform group objspin to branchgroup humanoid
Humanoid.addChild(Bird);
//debut test APPARENCE Wing Left
//test textures
// Configurer les couleurs
Color3f blackx = new Color3f(0.0f, 0.0f, 0.0f);
Color3f whitex = new Color3f(1.0f, 1.0f, 1.0f);
Color3f redx = new Color3f(0.7f, .75f, .75f);
// Configurer la texture
TextureLoader loaderx = new TextureLoader("C:\\java3d\\pois.jpg", "RGB", new Container());
Texture texturex = loaderx.getTexture();
texturex.setBoundaryModeS(Texture.WRAP);
texturex.setBoundaryModeT(Texture.WRAP);
texturex.setBoundaryColor( new Color4f( 0.0f, 1.0f, 0.0f, 0.0f ) );
// Configurer les attributs de la texture
// Param�tres possibles : REPLACE, BLEND ou DECAL (ici, MODULATE)
TextureAttributes texAttrx = new TextureAttributes();
texAttrx.setTextureMode(TextureAttributes.REPLACE);
Appearance apx = new Appearance();
apx.setTexture(texturex);
apx.setTextureAttributes(texAttrx);
//Configurer le mat�riau
apx.setMaterial(new Material(redx, blackx, redx, blackx, 1.0f));
int primflagsx = Primitive.GENERATE_NORMALS + Primitive.GENERATE_TEXTURE_COORDS;
//End test APPARENCE Wing Left
//test a cube which heritate of this rotation?
// Bird.addChild(new ColorCube(0.8));
//test bird body
// Bird.addChild(new com.sun.j3d.utils.geometry.Box(.25f,.22f,.45f,
// com.sun.j3d.utils.geometry.Box.GENERATE_NORMALS,new Appearance()));
Bird.addChild(new com.sun.j3d.utils.geometry.Box(.25f,.22f,.45f, primflagsx,apx));
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//create a transform3D for the BirdWIngR
Transform3D T3DBirdWingR = new Transform3D();
T3DBirdWingR.set(new Vector3f(0.45f,.0f,-0.35f));
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TransformGroup BirdWingR = new TransformGroup();
BirdWingR.setTransform(T3DBirdWingR);
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// com.sun.j3d.utils.geometry.Box.GENERATE_NORMALS,new Appearance()));
//End test WingRightBird
////////comments/////////
//beginning of Rotating WINR
//----------------------d�but de la cr�ation de la rotation--------------------------------
TransformGroup WinRSpin=new TransformGroup();
// permet de modifier l'objet pendant l'execution
WinRSpin.setCapability(TransformGroup.ALLOW_TRANSFORM_WRITE);
// on cr�e un fonction de rotation au cours du temps
Alpha rotationAlphaWinRSpin=new Alpha(-1,1000);
Transform3D rot = new Transform3D();
rot.rotX((float)Math.PI/- 2.0f);
//rot.rotX(-45);
//rot.rotX((-Math.PI / 4.0)+30);
//rot.rotZ((-Math.PI / 4.0));
//rot.rotX(-Math.PI / 4.0);
//rot.rotY(-Math.PI / 4.0);
// rot.rotZ(-Math.PI / 4.0);
// rot.rotY(00);
//rot.rotZ(45);
// on cr�e un comportement qui va appliquer la rotation � l'objet voulu
// on d�finit la zone sur laquelle va s'appliquer la rotation
//RotationInterpolator rotatorWinRSpin=new RotationInterpolator(rotationAlphaWinRSpin,WinRSpin, rot, 0.50f,(float)(2.0*Math.PI));
RotationInterpolator rotatorWinRSpin=new RotationInterpolator(rotationAlphaWinRSpin,WinRSpin, rot, 25,26);
BoundingSphere boundsWinRSpin=new BoundingSphere(new Point3d((Math.PI / 4.0), 0.0, 0.0), 0.5);
// boundsWinRSpin.setCenter(new Point3d((Math.PI / 4.0),0,0));
boundsWinRSpin.setCenter(new Point3d(-10,0,0));
//boundsWinRSpin.setCenter();
//test put a t3d to a boundingsphere??
//Transform3D T3Dbounding = new Transform3D();
// T3Dbounding.set(new Vector3f(5.00f,0.0f,0.00f));
//WinRSpin.setTransform(T3Dbounding);
//end test put a t3d to a boundingsphere, not working
rotatorWinRSpin.setSchedulingBounds(boundsWinRSpin);
// test BoundingSphere of BODY BIRD rotatorWinRSpin.setSchedulingBounds(boundsBird);
WinRSpin.addChild(rotatorWinRSpin);
//----------------------End de la cr�ation de la rotation--------------------------------
BirdWingR.addChild(WinRSpin);
// on cree un cube qui h�rite de la rotation
//WinRSpin.addChild(new ColorCube(0.5));// de rayon 50 cm
WinRSpin.addChild(new com.sun.j3d.utils.geometry.Box(.43f,.07f,.22f, primflagsx,apx));
//End of Rotating WINR
//////// END comments/////////
//I commented the following, that was the TEST sinusoidal, rotation which help me understood how to rotate wingR
// -----------d�but de cr�ation de la rotation--------------------------------------------------
TransformGroup objSpinxx=new TransformGroup();
// permet de modifier l'objet pendant l'execution
objSpinxx.setCapability(TransformGroup.ALL

Thank you very much!
I cant believe this little comment has been so helpful!
But yes it is:
I explain, despite my efforts to find, googled it, forums, faqs, etc...
no where it mentionned the manifest.fm file is... INSIDE the .jar!
Your comment "a zip" made me attempt to open it with winrar, and I found a manifest.fm file inside!
So far I was editing the one at the "source" of my project and rebuilding it with netbeans.
I am going to try that now.
Actually.... :( no its mentionning my main class!
Manifest-Version: 1.0
Ant-Version: Apache Ant 1.7.0
Created-By: 10.0-b19 (Sun Microsystems Inc.)
Main-class: courseworkjava3d.Simple3D
Class-Path:
X-COMMENT: Main-Class will be added automatically by buildWell I have no problems uploading you the .jar, it is for a coursework it is not a private project or whatever:
http://www.uploading.com/files/CM2LKWYU/BetaCourseworkJava3d_Final.jar.html
Oh and I felt on your comment "dont ask us" as if I was suppose to know... i'm a beginner, I did not know that! And I tried to give you so many infos so you dont lose your time if you want to help, especially as after my own research I found many, many results for this "main class" and I tried a few solutions!
Edited by: CupofTea on Apr 13, 2008 3:28 AM

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