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'blob' would be a good and bad choice both. The Blobman macro include by
Peter H. and Govert Z. is a good example, can't think of a bad example;
unless you could call this same one that. Sorry, just making a point
here. The down side to them is the interactions between component parts.
This said, the parts of a moveable mesh wouldn't be perfect either I'm
guessing since the joints could be a tricky thing to get right enough.
For simplicity, sPatch might be the way to go, but then Moray is the
thing with the IK (inverse kinematics) for doing animation. Really a
tough call to make since you already have some sort of motion capable
scripting already done.
Bob
MR wrote:
>
> hello,
>
> i've been playing with pov now for almost 6 months, and for that
> time i've been caught up in writing equations for humanoid motion,
> and have learned precious little about pov itself and even less
> about moray and spatch.
>
> well, the motion equations are written, and i have a system set up
> that i can at least use, and i'm ready to banish my stick figure
> composed of cylinders and spheres for a little more life-like
> figure.
>
> what would you suggest that i use to construct the various body
> parts with? meshes? i get the feeling that moray or spatch might
> be handy for constructing them. i've gone thru most of the moray
> tutorial, but i can't say that any particular process has jumped out
> at me and said, "use this to model a face."
>
> thanks, miker
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