"Rune" <run### [at] mobilixnetdk> wrote in message
> 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
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