POV-Ray : Newsgroups : povray.binaries.animations : AL walking, stopping and turning - Final Server Time
23 Apr 2024 19:37:30 EDT (-0400)
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From: Jan Walzer
Subject: Re: AL walking, stopping and turning - Final
Date: 2 Jan 2002 18:09:39
Message: <3c339333$1@news.povray.org>
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>
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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From: John VanSickle
Subject: Re: AL walking, stopping and turning - Final
Date: 3 Jan 2002 12:24:33
Message: <3C3494D4.262F30E8@hotmail.com>
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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From: Mahalis
Subject: Re: AL walking, stopping and turning - Final
Date: 5 Jan 2002 06:06:04
Message: <3c36de1c$1@news.povray.org>
"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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From: Hugo
Subject: Re: AL walking, stopping and turning - Final 2
Date: 5 Jan 2002 17:07:16
Message: <3c377914$1@news.povray.org>
> 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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From: Rune
Subject: Re: AL walking, stopping and turning - Final 2
Date: 5 Jan 2002 19:30:10
Message: <3c379a92@news.povray.org>
"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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From: Rune
Subject: Re: AL walking, stopping and turning - Final
Date: 5 Jan 2002 19:30:19
Message: <3c379a9b@news.povray.org>
"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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From: Rune
Subject: Re: AL walking, stopping and turning - Final
Date: 5 Jan 2002 19:30:20
Message: <3c379a9c@news.povray.org>
"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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From: JRG
Subject: Re: AL walking, stopping and turning - Final
Date: 5 Jan 2002 19:52:41
Message: <3c379fd9@news.povray.org>
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>
"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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