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I think this is getting to be how to implement something
vrs what would be a good language feature.
It might be nice to have better animation support in
the language itself, something like ...
#declare leg = MOB {
skeleton {
thigh connected_to knee
knee connected_to shin
shin connected_to foot
thigh { length 1 elasticity 0 mass 1.5 }
knee { length 0.1 elasticity 0 joint_spring 1 mass 0.1 rest_bend
<0,0,0>}
shin { length 1 elasticity 0 joint_spring 1 mass 0.75 rest_bend
<30,0,0>}
foot { length 0.3 elasticity 0.1 joint_spring 0.5 mass 0.2 rest_bend
<90,0,0>}
}
skin {
thigh looks_like {cylinder{..}}
knee looks_like {sphere{..}}
thigh looks_like {cylinder{..}}
foot looks_like {box{...}}
}
},
MOB {
start_at_location <...> at_time 0
waypoint <...> at_time 0.5
end_at_location <...> at_time 1
movement {bend knee <80,0,0> velocity 0.25} at_time 0.51
}
post_process {save_animation "leg.mpg"}
The end user probably doesn't care if the data is stored in memory,
or written to the disk, how the inverse kinematics is implemented.
just that there's an easy way to do things like knee-jerking,
and save and view the animations.
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