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I haven't been following the POV-Ray groups lately, but I'm having a spare
moment and thought I'd drop by and say hello again. :)
Things are progressing nicely with my Locomotion System which I'm writing my
master thesis about. The latest interactive demo can be seen here:
http://runevision.com/blog/2008/06/3-new-features_22.html
Compare with the walking system for POV-Ray that I worked on back in 2001:
http://runevision.com/blog/2008/03/my-old-walking-system.html
What I'm doing now is really what I dreamed about doing back then; however
the features in POV-Ray just don't lend themselves to building advanced
animation technology on top of it so I got kind of stuck back then. Now,
with a game engine that supports skinned characters with skeletal animation,
animation blending and whatnot, as well as import of keyframed animation,
progress is going rather fast.
Nevertheless, I got the original idea while working with POV-Ray.
As for my trip in February to the Game Developers Conference in San
Francisco, it went really well too. It's a great city, the conference was
really great too (and *huge*) and we even got quite a bit of interest and
attention about our game Flipside. It has appeared in a number of gaming
magazines in various countries and just recently, a video interview have
been put online with me and one of the co-developers on the game. So have a
look if you want to see me speak English with horrible pronunciation:
http://www.moddb.com/mods/flipside/news/noesis-presents-modtv-flipside-interview
Generally, language did not turn out to be a problem though...
I see that things are the same old here... Threads started by Andrew seem to
be approaching 50%, hmm. :P
Gotta get some sleep now.
Rune
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http://runevision.com
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"Rune" <nor### [at] runevision com> wrote:
> What I'm doing now is really what I dreamed about doing back then; however
> the features in POV-Ray just don't lend themselves to building advanced
> animation technology on top of it so I got kind of stuck back then. Now,
> with a game engine that supports skinned characters with skeletal animation,
> animation blending and whatnot, as well as import of keyframed animation,
> progress is going rather fast.
Great work, dude! Interesting to finally hear your voice. Our Rune's gone and
made something of himself!!
Against my better judgment, I'm always exploring the "why not" to the
limitations you raise. Could someone just write good enough SDL to do most of
the things you say? Could one build a character that is "skinned", i.e., is a
mesh2 extruded along a skeleton (a set of transforms), and then program the
skeleton?
If povray could read bvh's, would that do what you are asking in the last
portion? The limitation I see to povray reading a bvh is that it apparently
wants every line to make sense in its own SDL from any file that it reads. I
don't think one can, for example, tell it to ignore lines 1-6 of a file, then
extract six space-separated- variables at columns 5 through 26 of the next five
lines, then ignore 2 lines, and so on. I wish it could.
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