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hello,
i've been playing with pov now for almost 6 months, and for that
time i've been caught up in writing equations for humanoid motion,
and have learned precious little about pov itself and even less
about moray and spatch.
well, the motion equations are written, and i have a system set up
that i can at least use, and i'm ready to banish my stick figure
composed of cylinders and spheres for a little more life-like
figure.
what would you suggest that i use to construct the various body
parts with? meshes? i get the feeling that moray or spatch might
be handy for constructing them. i've gone thru most of the moray
tutorial, but i can't say that any particular process has jumped out
at me and said, "use this to model a face."
thanks, miker
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Can't help you with the body-model, but can we have the human-motion
formulas?
ZK
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Blobs?
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I just picked up some of my old notes for making a hand. I was looking
at bicubic patches, defining two for each segment ofthe fingers, but
that was 28 patches. It was all hand coded, apparently.
You can use blobs, but I'm not satisfied with that look, personally.
Meshes can be used but calculating the normals is a pain. (at least for
me)
With the modeling programs it should be a sinch, just as long as you
keep the right scale, you'll be fine.
Joshua
eng### [at] spiritonecom
MR wrote:
> hello,
>
> i've been playing with pov now for almost 6 months, and for that
> time i've been caught up in writing equations for humanoid motion,
> and have learned precious little about pov itself and even less
> about moray and spatch.
>
> well, the motion equations are written, and i have a system set up
> that i can at least use, and i'm ready to banish my stick figure
> composed of cylinders and spheres for a little more life-like
> figure.
>
> what would you suggest that i use to construct the various body
> parts with? meshes? i get the feeling that moray or spatch might
> be handy for constructing them. i've gone thru most of the moray
> tutorial, but i can't say that any particular process has jumped out
> at me and said, "use this to model a face."
>
> thanks, miker
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>You can use blobs, but I'm not satisfied with that look, personally.<
A simple question(or perhaps not...), why?
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On Thu, 22 Jul 1999 11:13:41 -0500, "MR" <a### [at] bnet> wrote:
>hello,
>
>i've been playing with pov now for almost 6 months, and for that
>time i've been caught up in writing equations for humanoid motion,
>and have learned precious little about pov itself and even less
>about moray and spatch.
>
>well, the motion equations are written, and i have a system set up
>that i can at least use, and i'm ready to banish my stick figure
>composed of cylinders and spheres for a little more life-like
>figure.
>
>what would you suggest that i use to construct the various body
>parts with? meshes? i get the feeling that moray or spatch might
>be handy for constructing them. i've gone thru most of the moray
>tutorial, but i can't say that any particular process has jumped out
>at me and said, "use this to model a face."
>
I'd suggest (going by the images produced) taking a look at the
blob-man include file...
Failing that, possibly borrowing some 3D meshes from around the net?
(3D Cafe and the like).
There's at least 1 tutorial on making human heads with sPatch, though
I can't offhand think where it is :(
The biggest problem with using meshes would probaly be the joints -
problems that blobman almost certainly doesn't suffer from.
Cheers,
Cliff Bowman
Why not pay my 3D Dr Who site a visit at http://www.who3d.cwc.net/
PS change ".duffcom" to ".net" if replying via e-mail
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'blob' would be a good and bad choice both. The Blobman macro include by
Peter H. and Govert Z. is a good example, can't think of a bad example;
unless you could call this same one that. Sorry, just making a point
here. The down side to them is the interactions between component parts.
This said, the parts of a moveable mesh wouldn't be perfect either I'm
guessing since the joints could be a tricky thing to get right enough.
For simplicity, sPatch might be the way to go, but then Moray is the
thing with the IK (inverse kinematics) for doing animation. Really a
tough call to make since you already have some sort of motion capable
scripting already done.
Bob
MR wrote:
>
> hello,
>
> i've been playing with pov now for almost 6 months, and for that
> time i've been caught up in writing equations for humanoid motion,
> and have learned precious little about pov itself and even less
> about moray and spatch.
>
> well, the motion equations are written, and i have a system set up
> that i can at least use, and i'm ready to banish my stick figure
> composed of cylinders and spheres for a little more life-like
> figure.
>
> what would you suggest that i use to construct the various body
> parts with? meshes? i get the feeling that moray or spatch might
> be handy for constructing them. i've gone thru most of the moray
> tutorial, but i can't say that any particular process has jumped out
> at me and said, "use this to model a face."
>
> thanks, miker
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/homepage.htm
mailto://inversez@aol.com?Subject=PoV-News
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I have a macro somewhere that places objects between two points, like beads
on a string. As the distance between each joint remains constant, couldn't
you use this method? You could build each limb from many spheres of various
sizes, and you'd only need to animate the joint movement in 3d space. You
could actually simulate muscle flexing also by affecting the scale of
individual components. It'd be difficult to do certainly, but better perhaps
than blobs or meshes.
I had intended to do this myself, using rotating orbiting blob-shapes, but
couldn't find the movement data for the joints. Motion capture data was what
I was looking for, but had no joy.
Just thought, if you created each limb seperately, then maybe you could
cylindrically map a bump_map on each one to simulate muscle tone.
------
Andy
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There is a macro in my macro collection which does eactly that.
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hello,
i'd be glad to post them. please give me another month or so to
clean things up a bit and write a decent tutorial for it. actually, i
still need to add hand motion, too, but that hasn't kept me from
making him dance around.
thanks, miker
Zeger Knaepen <zeg### [at] hotmailcom> wrote in message
news:37976581@news.povray.org...
> Can't help you with the body-model, but can we have the human-motion
> formulas?
>
> ZK
>
>
>
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