POV-Ray : Newsgroups : moray.binaries : IK Arm help! Server Time
28 Sep 2024 18:28:24 EDT (-0400)
  IK Arm help! (Message 1 to 2 of 2)  
From: Scott McDonald
Subject: IK Arm help!
Date: 7 Apr 1999 22:57:25
Message: <370C0D4C.1AD908CE@metrolink.com>
heres the arm file
assistance is appreciated.


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Attachments:
Download 'ik_arm.mdl.dat' (2 KB)

From: Ian Winter
Subject: Re: IK Arm help!
Date: 15 Jun 2001 17:48:37
Message: <3b2a82b5@news.povray.org>
a povray answer
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

#include "colors.inc"
#include "shapes.inc"
#include "textures.inc"
#include "laratextures.inc"
#include "laramesh.inc"
#include "woods.inc"
#include "hand.inc"
/* Camera: Camera1 */
camera {
   location <0, -140, 45>
   direction <0, 1.097, 0>
   sky  <0, 0, 1>
   look_at <0, 0, 45>
}
light_source { <-38.0000, -80.0000, 125.0000> colour White }
light_source { <0, -80.0000, 25.0000> colour White }
 background { color red 0.5 green 0.5 blue 0.5 }
// sides,back distance,floor
box {<-100,100,0>, <100,-500,250>pigment {bozo frequency 3
color_map {[0.00 Gray20 ][0.2 Gray20 ][0.4 Gray25 ][0.60 Gray25 ][0.8
Gray30 ][1.00 Gray35 ]}}hollow}


#declare L_shoulder = <5.6,0,(17)>;       file://start position of upperarm
in original mesh
#declare L_shoulder_rotX = 10;            file://(+ is backwards)from
vertically down change to change position
#declare L_shoulder_rotY = -20;           file://sideways (- is outward)
from vertically down change to change position -15 to -20 good driving
#declare L_shoulder_rotZ = 0;             file://mostly unused
#declare L_shoulder_rot = <L_shoulder_rotX , L_shoulder_rotY ,
L_shoulder_rotZ>;

#declare R_shoulder = <-5.6,0,(17)>;      file://start position of upperarm
in original mesh
#declare R_shoulder_rotX = 10;            file://(+ is backwards)from
vertically down change to change position
#declare R_shoulder_rotY = 20;            file://sideways (+ is outward)from
vertically down change to change position 15 to 20 good driving
#declare R_shoulder_rotZ = 0;             file://mostly unused
#declare R_shoulder_rot = <R_shoulder_rotX , R_shoulder_rotY ,
R_shoulder_rotZ>;
#declare shoulder_len = 9.5;

#declare R_shoulder_elbow = (vrotate(<0,0,-shoulder_len>,R_shoulder_rot))+
R_shoulder;      file://working out the end of the <x,y,z> upperarm
#declare L_shoulder_elbow = (vrotate(<0,0,-shoulder_len>,L_shoulder_rot))+
L_shoulder ;     file://working out the end of the <x,y,z> upperarm

#declare L_Forearm_elbow = <11.5,1,10> ;  file://start position of forearm
in original mesh
#declare R_Forearm_elbow = <-11.5,1,10> ; file://start position of forearm
in original mesh
#declare L_Forearm_elbow_rot = <-30,-20,0>; file://from vertically down
change to change position
#declare R_Forearm_elbow_rot = <-30,20,0>;  file://from vertically down
change to change position
#declare forearm_len = 10;                file://but that feels weird
                                          file://NOTE:- what ever rotation
is put on the forearm is in this case applied to the hand
#declare R_wrist = (vrotate(<0,0,-forearm_len>,R_Forearm_elbow_rot))+
R_shoulder_elbow;      file://working out the end of the <x,y,z> forearm
#declare L_wrist = (vrotate(<0,0,-forearm_len>,L_Forearm_elbow_rot))+
L_shoulder_elbow;      file://working out the end of the <x,y,z> forearm
#declare L_wrist_rot = <0,0,0>;   file://from vertically down
#declare R_wrist_rot = <0,0,0>;   file://from vertically down


#declare all_hair = union {      object {Head_Hair} object {Ptail_Top }
object {Ptail_2}
                                 object {Ptail_3} object {Ptail_4} object
{Ptail_5}
                                 object {Ptail_Bot} texture {T_Wood12}  }
#declare all_head =union {object {Head_Face         texture {pigment
{image_map { tga "skin.tga" }}}}
                          object {all_hair}
                          object {eyes  texture {pigment {image_map { tga
"eyes.tga" }rotate 90*x rotate 90*z scale <1,3.1,2.4> translate
<-2,-1,-.5>}}}
                          object {lips  texture {pigment {image_map { tga
"lips.tga" }rotate 90*x rotate 90*z scale <1,3,3.5> translate
<-1,-5.55,0.6> }}}}


#declare Lara = union

        object {R_UpperArm texture {pigment {image_map { tga "skin.tga" }}}
                translate -R_shoulder rotate<-5,-35.5,0>rotate
R_shoulder_rot translate R_shoulder}
        object {L_UpperArm   texture {pigment {image_map { tga
"skin.tga" }}}
                translate -L_shoulder rotate<-5,35.5,0>rotate L_shoulder_rot
translate L_shoulder }
        sphere { R_shoulder_elbow,1.3  texture {pigment {image_map { tga
"skin.tga" }}}}
        sphere { L_shoulder_elbow,1.3  texture {pigment {image_map { tga
"skin.tga" }}}}
        object {R_Forearm   texture {pigment {image_map { tga "skin.tga" }}}
                translate -R_Forearm_elbow rotate<17,20,-0>rotate
R_Forearm_elbow_rot translate R_shoulder_elbow }
        object {L_Forearm    texture {pigment {image_map { tga
"skin.tga" }}}
                translate -L_Forearm_elbow rotate<17,-20,0>rotate
L_Forearm_elbow_rot translate L_shoulder_elbow }
        object {new_hand texture {pigment {image_map { tga "skin.tga" }}}
                rotate L_Forearm_elbow_rot rotate L_wrist translate
L_wrist } file://lhand
        object {new_hand texture {pigment {image_map { tga "skin.tga" }}}
                scale<-1,1,1> rotate R_Forearm_elbow_rot rotate R_wrist
translate R_wrist } file://rhand
        object {Hips texture  { pigment{ colour SemiSweetChoc}}}
        object {Torso     texture  {pigment { colour  red 0.62 green 0.83
blue 0.63}}}
        object {L_Thigh  texture {pigment {image_map { tga "skin.tga" }}}}
        object {R_Thigh  texture {pigment {image_map { tga "skin.tga" }}}}
        object {L_Calf texture {pigment {image_map { tga "skin.tga" }}}}
        object {R_Calf  texture {pigment {image_map { tga "skin.tga" }}}}
        object {L_Foot    texture { pigment {colour White}} }
        object {R_Foot  texture { pigment {colour White}} }
        object {all_head}
        }

object {Lara translate <0,0,45> }




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