|
|
Bob Hughes wrote:
> The feet tilt upward slightly while midway along the ground, so that needs a
> fix. Also if I remember the physics of biped walking well enough then the
> guy needs to lean forward some to fall onto each foot put forward.
Good point, and a coding headache for the next iteration.
> Are you following any real human walk animations or just going it alone?
I have Muybridge, and consult it frequently. The size and shape of the body
were based on a Poser renderings of top, bottom, and side; these were used as a
rotoscope during the construction.
> The more true to life you try for is going to be more and more a problem I'd
> think, never ending. This character certainly has life-like qualities but
> I'm seeing it as a kind of Disney animation right now. Sorry if that's an
> offensive remark, don't mean it to be.
That all depends on what you think of Disney. ;) The only insulting comment
I've gotten recently was when my work inspired someone to say, "Povray is not a
toy." Maybe some of the Disneyesquity is from the character of the walk. But
yes, I wouldn't limit myself only to work that is mistakeable for a photograph:
I'm aiming for the Aardman side of Max Steel in my work. With its blobbiness
(note kneepit) I could use it as sort of a metal man. Even if it is "only"
Disney-like, I hope that wouldn't prevent me from making cool T-shirts, a public
service ad or a TV commercial that puts $$ in my pocket, or sell my own
Aardman-like movies. These are the highest callings of raytracing, if I may be
politically incorrect in saying so.
> You did those running animations from a year or so ago. I just looked that
> done in Animation Master. Must be a whole other world doing these in POV-Ray.
A:M readily lends itself to boning. In order to get a boned-like system in
povray, a FK construction with some IK math seemed like the best approach.
Yeah, I need another "bone" in the foot, as in A:M I had a toe bone. Right now
the *ankle* moves perfectly, but the foot is just a flat board that does not
move intelligently. My April improvements perfectly fixed the issue of ankle
slippage, now I've got an intelligent knee: next project is the toe. And with
my new math based on FK +IK, I can truly make it *run,* i.e., have the feet
leave the ground and avoid slipping.
Thanks for the advice.
> Bob
Post a reply to this message
|
|