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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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"Remco Poelstra" <rjp### [at] home nl> wrote in message
news:3B3### [at] 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).
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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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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> 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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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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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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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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