POV-Ray : Newsgroups : povray.binaries.animations : Inverse Kinematics : Re: Inverse Kinematics Server Time
1 Jul 2024 04:32:30 EDT (-0400)
  Re: Inverse Kinematics  
From: Tek
Date: 22 Nov 2006 16:21:23
Message: <4564bf53@news.povray.org>
That looks good, very smooth! Though the orientation of the hands seems to 
just come from the arm orientation.

I keep thinking about doing my own system, but first I'd have to convince 
myself that I can make a decent looking character that renders quick enough 
to be used in animation, and I can just never be bothered!

It would be cool if you published the code, I wouldn't use it directly, but 
I'd definitely use it for reference if I ever get round to writing my own 
one.

-- 
Tek
http://evilsuperbrain.com

"stm31415" <sam### [at] cscom> wrote in message 
news:web.4563d91a6e825d3ccf1900cc0@news.povray.org...
> Wow. So about a year ago now, I posted that I was well on my way to an
> inverse kinematics include for pov. Yeah. And I found a full-grown
> rhinocerous in my breakfast cereal this morning. I worked about two months
> trying to get the darn math to work, and I had a wild, randomly moving arm
> to show for it. Well. IRTC comes out with 'dance' and my mind immediately
> comes back to IK. So I sit down and start typing, and two *days* later I
> have this. A working (if untweaked) IK system. Go figure.
> Is this something everyone has done and I just haven't found it, or should 
> I
> comment my code and post? All I have seen along these lines is Rune's 
> neck.
> If it's been done, I'd love to get some pointers on a few things that are
> still plaguing me, and if not, I'd love to give something useful to the
> community.
>
> Blah, blah --- without further ado, here is an artists mannequin doing... 
> I
> don't know what. But all I gave it was a pair of splines for the hands to
> follow, and each frame rendered in about 1 sec. Total time for the whole
> animation: 1 min 34 sec.
>
>
>
> --
> Sam Bleckley
> stm 31415 (at) g mail . com
>
>


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