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Wow ... extremely nice ... missing words ...
but now: Nitpicking ! *g
have you seen closely the feets in the frames 160-170 ?
when he turns, it seems, that the inner foot moves into the outer one ...
at least it seemes so ...
--
Jan Walzer <jan### [at] lzernet>
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From: Batronyx
Subject: Re: AL walking, stopping and turning - Final 2
Date: 2 Jan 2002 22:16:55
Message: <3c33cd27@news.povray.org>
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He seems to have a purposeful, but casual, step about him. I can easily imagine
him carrying a padd and stopping to check on some equipment, starting to move on
to the next checkpoint, then spotting someone he would like to get better
acquainted with <wink> and changing direction to pursue.
Very well done.
--
light_source{0,1}#macro c(J,a)sphere{0,1pigment{rgb z}scale a translate J+O}
#end#macro B(R,V,O)c(0,4)intersection{c(V,R)difference{c(-z*4x+10)c(-z*4.1x+
10)c(0<7.5,45,5>)}}#end B(12,0z*25)B(8y*4<0,12,50>) // Batronyx ^"^
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Rune wrote:
>
> "John VanSickle" wrote:
> > Very good.
>
> Thanks!
>
> > Don't use checker as the pigment for your plane, at
> > least not in the final rendering. My first IRTC
> > entry was much smaller (and looked less like a newby
> > effort) when I replaced the checker pattern with a
> > granite pattern.
(I'd like to mention here that I did use a checker pattern for
my entry-winth-an-entry in the Robots round, but that was a
deliberate effort at being lame.)
> Thanks for the tip! I presume it's the checker pattern seen at a
> distance that's the problem? If so I've already updated the animation
> with a workaround for that.
If the anti-aliasing is good, the distance is usually a mix of the two
colors, and isn't really a problem.
The problem with checkered patterns in MPG files is the sharp edges
between the squares in the foreground. Either you get a lot of
artifacts or you have a huge file.
Regards,
John
--
ICQ: 46085459
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"Dave Blandston" <gra### [at] earthlinknet> wrote in message
news:3c32941d$1@news.povray.org...
> How about chew gum?
It looks like he is. Watch very closely when he's stopped or turning and
you'll see his jaw moving up and down, up and down.
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> I've improved the algorithm in my walking system a lot and have made a new
> version of the animation that I think is much better than the previous.
>
> I have also rendered it in 320x240 with AA, and the camera angle is a bit
> more interesting.
Awesome!!! :o) This is the best character animation I've seen in Pov and
maybe because I never see such modern toons, it's so smooth like I can't
even imagine.
Hugo
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"Hugo" wrote:
> Awesome!!! :o) This is the best character animation
> I've seen in Pov and maybe because I never see such modern
> toons, it's so smooth like I can't even imagine.
Gee, thank you! :)
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Jan 2)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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"Mahalis" wrote:
> It looks like he is. Watch very closely when he's
> stopped or turning and you'll see his jaw moving up
> and down, up and down.
Because I implemented Dave's suggestion! :)
(I updated the animation after Dave sent his message.)
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Jan 2)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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"Jan Walzer" wrote:
> Wow ... extremely nice ...
Thank you! :)
> but now: Nitpicking ! *g
The best part!
> have you seen closely the feets in the frames 160-170 ?
>
> when he turns, it seems, that the inner foot moves into
> the outer one ... at least it seemes so ...
That's probably right. I hadn't seen that. Hmm, now to find out how to avoid
that...
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Jan 2)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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Rune wrote:
> > when he turns, it seems, that the inner foot moves into
> > the outer one ... at least it seemes so ...
>
> That's probably right. I hadn't seen that. Hmm, now to find out how to avoid
> that...
Making the feet 100 units distant from each other should do the trick.
Don't bother to thank me.
--
#local j=text{ttf"arial""JRG".2,0}#local J=0;#while(J<10)#local R=0;#while
(R<2)#local G=0;#while(G<1)#if(inside(j<R,G.1>))object{j scale.025translate
<R-1G-J/20J/-40+2>pigment{rgb<9J>}}#debug"O"#else#debug" "#end#local G=G+
.025;#end#local R=R+.05;#debug"\n"#end#local J=J+1;#end// JRG
Home: http://digilander.iol.it/jrgpov //New: Kitchen scene WIP
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From: Jan Walzer
Subject: Re: AL walking, stopping and turning - Final
Date: 6 Jan 2002 16:28:47
Message: <3c38c18f@news.povray.org>
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"Rune" <run### [at] mobilixnetdk> wrote:
news:3c379a9c@news.povray.org...
> "Jan Walzer" wrote:
> > Wow ... extremely nice ...
>
> Thank you! :)
no problem ...
>
> > but now: Nitpicking ! *g
>
> The best part!
of course ...
> > have you seen closely the feets in the frames 160-170 ?
> >
> > when he turns, it seems, that the inner foot moves into
> > the outer one ... at least it seemes so ...
>
> That's probably right. I hadn't seen that. Hmm, now to find out how to
avoid
> that...
>
Hmmm ... How 'bout constructing Al as a Particlesystem ...
with:
- _many_ small blobs ...
- _many_ forces between these particles ...
- these particles forming the body of Al ...
- and: ..... Particlecollission-detection ..... *tataaa* ?
--
"Somehow what you suggest is like suggesting to add drills \ jan### [at] lzernet
to cars so you can drill for oil when you run out of fuel. \
Sure you could do it, but it might not be the most practical > Jan
solution." [Thorsten Froehlich in p.u.p] / Walzer
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