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"Jan Walzer" wrote:
> wow ... me likes ...
Thanks! :)
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Nov 5)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
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"Jan Walzer" wrote:
> btw: what about, making his eyes look some steps ahead ...
> searching for the path ...
Yes, that's the plan. :) ...and his head too in a lesser extent.
But first I need to work on making the walking itself more serious...
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Nov 5)
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> I'm working on my walking system again.
Hurrah!! (i smell a 'Runes Character Animator Include' comming :))
> While working on the spider animation I implemented a feature to make the
> walking creature adapt to the ground regardless of gravity. But that
feature
> looks pretty funny when used on a tall biped!
looks great - i would possably tweak it so the foot step markers match the
shape and style of the figures own feet, and he steps on them directly - ala
max & character studio
> Well, it was just a small experiment. One of the countless WIPs that you
> were never supposed to see...
please post more of your wips :)
--
Rick
Kitty5 WebDesign - http://Kitty5.com
POV-Ray News & Resources - http://Povray.co.uk
TEL : +44 (01270) 501101 - FAX : +44 (01270) 251105 - ICQ : 15776037
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"Rick [Kitty5]" wrote:
> Hurrah!! (i smell a 'Runes Character Animator Include' comming :))
Sorry, it'll take ages before I get it finished, so don't hold your
breath...
There's so much work left to do.
> looks great - i would possably tweak it so the foot step
> markers match the shape and style of the figures own feet,
> and he steps on them directly - ala max & character studio
The include file can't handle that automatically - it's up to the user. But
it shouldn't be a problem, I just accidentally did it wrong.
BTW, I've never worked with max and character studio, so I don't know how
they do it...
> please post more of your wips :)
Most of them are very boring. I'll post the interesting ones as they come.
:)
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Nov 5)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
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> > looks great - i would possably tweak it so the foot step
> > markers match the shape and style of the figures own feet,
> > and he steps on them directly - ala max & character studio
>
> The include file can't handle that automatically - it's up to the user.
But
> it shouldn't be a problem, I just accidentally did it wrong.
>
> BTW, I've never worked with max and character studio, so I don't know how
> they do it...
you place footsteps (click click click...) where you want character to walk,
simple as that
--
Rick
Kitty5 WebDesign - http://Kitty5.com
POV-Ray News & Resources - http://Povray.co.uk
TEL : +44 (01270) 501101 - FAX : +44 (01270) 251105 - ICQ : 15776037
PGP Public Key
http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA
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"Rick [Kitty5]" wrote:
> > BTW, I've never worked with max and character studio,
> > so I don't know how they do it...
>
> you place footsteps (click click click...) where you
> want character to walk, simple as that
Hmm.
How do you control speed?
And how do you control all the motions in the walk cycle such as body and
arm movement?
And does it work on non-plain surfaces? :)
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Nov 5)
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> How do you control speed?
not sure, i only messed with it for half an hour round a mates house :)
> And how do you control all the motions in the walk cycle such as body and
> arm movement?
there are loads of 'walk styles' that determin the movements of the rest of
the body - there not amazing, intended to give you a good start i think
> And does it work on non-plain surfaces? :)
don't know - I only did some walking in circles, up and down stairs etc
I would assume so as the 'foot prints' have full freedom of movement, it
might just be fiddly getting them placed
--
Rick
Kitty5 WebDesign - http://Kitty5.com
POV-Ray News & Resources - http://Povray.co.uk
TEL : +44 (01270) 501101 - FAX : +44 (01270) 251105 - ICQ : 15776037
PGP Public Key
http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA
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"Rick [Kitty5]" wrote:
> > How do you control speed?
>
> not sure, i only messed with it for half an
> hour round a mates house :)
> > And does it work on non-plain surfaces? :)
>
> I would assume so as the 'foot prints' have full freedom
> of movement, it might just be fiddly getting them placed
FYI my approach is quite different. The step positions are calculated
automatically. The path is simply controlled using a single spline (or a
mathematically defined path if you prefer). The splines in POV-Ray has
support to control the time values for each control point, and that's how
you control the speed.
It has some advantages. First of all, my system knows much more about how
step positions should be placed than the user do! ;)
But you'll probably also like it if you need to make a very long path. And
if you at one point need to completely change that path! It's as simple as
changing the spline path.
Also, as indicated, my system has natural support for uneven surfaces. No
need to fiddle with the individual steps, it's all done automatically!
> > And how do you control all the motions in the walk cycle
> > such as body and arm movement?
>
> there are loads of 'walk styles' that determin the
> movements of the rest of the body - there not amazing,
> intended to give you a good start i think
That's the weakness of my system. I haven't been able to come up with a
user-friendly way to define walk cycle movements. It's rather difficult
currently. :(
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Nov 5)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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> FYI my approach is quite different. The step positions are calculated
> automatically. The path is simply controlled using a single spline (or a
> mathematically defined path if you prefer). The splines in POV-Ray has
> support to control the time values for each control point, and that's how
> you control the speed.
>
> It has some advantages. First of all, my system knows much more about how
> step positions should be placed than the user do! ;)
what if you made the spline control points corispond with the mock
footsteps - that way a user could edit the foot falls very specifically
should they need to - eg for stairs
--
Rick
Kitty5 WebDesign - http://Kitty5.com
POV-Ray News & Resources - http://Povray.co.uk
TEL : +44 (01270) 501101 - FAX : +44 (01270) 251105 - ICQ : 15776037
PGP Public Key
http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA
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"Rick [Kitty5]" wrote:
> what if you made the spline control points corispond
> with the mock footsteps - that way a user could edit
> the foot falls very specifically should they need to
> - eg for stairs
No, that's not possible. But I do plan to implement some features that will
help doing accurate feet step positioning.
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Nov 5)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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