POV-Ray : Newsgroups : povray.general : Making animatable humans Server Time
7 Aug 2024 17:21:19 EDT (-0400)
  Making animatable humans (Message 1 to 7 of 7)  
From: Remco Poelstra
Subject: Making animatable humans
Date: 1 Jul 2001 13:26:53
Message: <3B3F7A8F.50106@home.nl>
Hi,

I was thinking about how to make animatable humans. At the moment 
there's pretty less software (I only know Poser, but it doesn't animated 
and export to pov). So I was thinking, perhaps I can write some nice 
piece of software myself. But there's a big problem, what is the best 
way to design human beings? I'm artistically not capable of desinging 
them, so they have to be physical creatable, so I 'only' have to get a 
nice algorithm.
I was thinking about getting the bones and muscles once and the let the 
user input the size, length and so on. I don't know if this can be done.

Anyone has some good ideas on what user input is needed?

Remco Poelstra


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From: Alan Holding
Subject: Re: Making animatable humans
Date: 1 Jul 2001 14:28:20
Message: <3b3f6bc4@news.povray.org>
"Remco Poelstra" <rjp### [at] homenl> wrote in message
news:3B3### [at] homenl...
> Hi,
>
> I was thinking about how to make animatable humans. At the moment
> there's pretty less software (I only know Poser, but it doesn't animated
> and export to pov).

You can animate in Poser, and with a bit (actually, a lot) of work you can
even render the animations in POV.  You'll have to export every single frame
as a OBJ file, convert them using a program such as 3DWin, edit all the
resulting include files and get the textures right, etc.  But it *can* be
done.


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From: Remco Poelstra
Subject: Re: Making animatable humans
Date: 1 Jul 2001 14:46:58
Message: <3B3F8D52.9040407@home.nl>
Alan Holding wrote:

>
> You can animate in Poser, and with a bit (actually, a lot) of work you can
> even render the animations in POV.  You'll have to export every single frame
> as a OBJ file, convert them using a program such as 3DWin, edit all the
> resulting include files and get the textures right, etc.  But it *can* be
> done.
> 
> 
> 

Ok, but it's not what I call fun.

remco


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From: Gilles Tran
Subject: Re: Making animatable humans
Date: 2 Jul 2001 04:24:55
Message: <3B402FE2.81761D7@inapg.inra.fr>

> You can animate in Poser, and with a bit (actually, a lot) of work you 
can
> even render the animations in POV.  You'll have to export every single 
frame
> as a OBJ file, convert them using a program such as 3DWin, edit all the

> resulting include files and get the textures right, etc.  But it *can* 
be
> done.
It's a little bit easier than that, actually, since all the resulting
meshes (usually) share the same texture definition. It must be defined
only once in the main pov file, like for a single mesh. The most
difficult part is to get the right correspondance between the frame
numbers and pov clock.
#declare Frame_number=*** // "01","02"..., can be a function of clock
#declare T_*** = texture{***} // put the global mesh textures here
#declare Fname= concat("mymesh",frame_number,"_o.inc") // creates the
file name for this frame
#include Fname // call the mesh file

G.





--


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From: John VanSickle
Subject: Re: Making animatable humans
Date: 3 Jul 2001 16:02:58
Message: <3B4226A1.71494106@erols.com>
Remco Poelstra wrote:
> 
> I was thinking about how to make animatable humans. At the moment
> there's pretty less software (I only know Poser, but it doesn't
> animated and export to pov). So I was thinking, perhaps I can write
> some nice piece of software myself. But there's a big problem, what is
> the best way to design human beings?

I'm note-taking on a similar project; namely, I'm working on a
subdivision surface modeller that supports UV mapping and posable
models, with the ability to generate .INC files that can be animated
with the appropriate POV script.  It's a tall order, and my IRTC work
is greatly hampering the progress of the project.

Once this is done, someone else can actually model the humans.

Regards,
John
-- 
ICQ: 46085459


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From: Tom A 
Subject: Re: Making animatable humans
Date: 5 Jul 2001 15:11:52
Message: <3B44BBF8.4ACB6733@my-deja.com>
Remco Poelstra wrote:
> 
> Hi,
> 
> I was thinking about how to make animatable humans. At the moment
> there's pretty less software (I only know Poser, but it doesn't animated
> and export to pov). So I was thinking, perhaps I can write some nice
> piece of software myself. But there's a big problem, what is the best
> way to design human beings? I'm artistically not capable of desinging
> them, so they have to be physical creatable, so I 'only' have to get a
> nice algorithm.
> I was thinking about getting the bones and muscles once and the let the
> user input the size, length and so on. I don't know if this can be done.
> 
> Anyone has some good ideas on what user input is needed?
> 
> Remco Poelstra

Have you looked at Blobman?  I've played a little with it, and the
people seem acceptable (I wish I understood how to make clothes for
them, though).  I've not gotten past some basic posing, but the people
are already built, the "output" of a movement macro would be a matrix of
positions for the body parts.  

Good luck (I would love to have an easy to use human animation macro,
too).

-- 
Tom A.
See everything; over look a great deal; correct a little.  -Blessed Pope
John XXIII


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From: Ken
Subject: Re: Making animatable humans
Date: 7 Jul 2001 09:56:12
Message: <3B4714EC.761D315C@pacbell.net>
Alan Holding wrote:

> You can animate in Poser, and with a bit (actually, a lot) of work you can
> even render the animations in POV.  You'll have to export every single frame
> as a OBJ file, convert them using a program such as 3DWin, edit all the
> resulting include files and get the textures right, etc.  But it *can* be
> done.

And I could do a root canal on myself but I am not going to try it anytime
soon :)

-- 
Ken Tyler


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