POV-Ray : Newsgroups : povray.binaries.animations : Spider Crawling Along Path : Re: Spider Crawling Along Path Server Time
23 Apr 2024 23:32:43 EDT (-0400)
  Re: Spider Crawling Along Path  
From: Mahalis
Date: 2 Nov 2001 21:03:15
Message: <3be35063$1@news.povray.org>
Coooool :-)
Are you planning to release a full IK walk include? || 8-0

--

//Mahalis
camera{location<0,0.25,-2> look_at 0.5*y} #declare T=texture{pigment{crackle
scale 0.5 rotate 90 turbulence 0.75 color_map{[0 rgb 1][0.05 rgb 1][0.1
rgb<1,0.25,1>][0.25 rgbf 1][1 rgbf 1]}} finish{ambient 1}} #declare
c=difference{torus{0.5,0.1 rotate -90*x}box{<0.7,0,0.2>,<-0.7,-0.7,-0.2>}}
merge{object{c translate<0.5,0.5,0>} object{c translate<-0.5,0.5,0>}
cylinder{<1,0.5,0>,<1,0,0>,0.1} cylinder{<-1,0.5,0>,<-1,0,0>,0.1}
cylinder{0.5*y,0,0.1} texture{T}}
--


"Rune" <run### [at] mobilixnetdk> wrote in message
news:3be34edf@news.povray.org...
> Here I've tried to use my walking system to animate a spider. I've tried
to
> get that look and feel of a real spider. Instead of just lifting off every
> second leg on the same time I've made small "waves" come down through the
> legs by first lifting the front right leg, then the second left, then the
> third right, then the fourth left and then the same for the other four
legs.
>
> I had to create my own inverse kinematics 3-limb macro that finds two
> "knees" per leg rather than just one. The only way I could think of doing
> that was by estimation, found by using a loop to "guess" the values
> repeatedly until it's close enough.
>
> I've been working a lot on my walking system, practically rewriting it
from
> scratch, which has paid off in the form of added flexibility. It's still
> based on the same basic method as the code I posted in
> povray.binaries.scene-files, yet with a somewhat different approach. I had
> been thinking about this: What happens when you begin to walk twice as
fast?
> Do you take twice as long steps or do you just take each step in half the
> time? Fact is that it's a combination, and my system takes that into
account
> when calculating where to put the feet.
>
> My code analyses the walk path and takes lots of samples of various kinds
> along it. Then it interpolates between the samples and find out which
places
> to place which feet at which times. The parsing takes a little while, so
all
> the data is saved to a file (in the form of double-nested arrays and other
> things) and is then just included for the rest of the frames in the
> animation.
>
> Well, enough details, have a look at the result so far and let me know
what
> you think! :)
>
> Rune
> --
> 3D images and anims, include files, tutorials and more:
> Rune's World:    http://rsj.mobilixnet.dk (updated June 26)
> POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
> POV-Ray Webring: http://webring.povray.co.uk
>
>
>


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