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"Bob Hughes" <omniverse@charter%net> wrote:
> Freaky stuff, Zeger. I'm sure that couldn't be an easy thing to animate.
> Reminds me the people Greg Johnson has created over the past few years but I
> don't remember how he actually makes those guys.
>
First of all, I have a complicated transform that takes anything associated
with a particular limb from Position(time_zero construction) to
Position(function of various movement parameters, including of course IK,
etc.).
Then as far as construction goes, consider the character shown at:
http://news.povray.org/povray.binaries.animations/thread/%3C437563c5%40news.povray.org%3E/
Except for two eyeball-spheres, twenty individual blob-teeth and a
blob-tongue, and a blob-hairdo, the entire figure is one blob. The hands
have blob components of strength like 200 or something-- ugly looking
cylinders.
Then for construction of the arm, take for example say the bicep-bone.
First of all, I have cylinders that do not go all the way to the joints,
and then spheres at the joints. This prevents the spiking which would
otherwise occur. I believe it also reduces the merging together of
bicep-muscle with fore-arm bone.
Then I represent a muscle with one or more elongated spheres. Any
muscle-bulging that then occurs with arm-bending is an unintended benefit.
Also consider super-low and super-high strength components in your
experimentation.
I've also not shied away from obtaining a pliable shape via an overkill
number of blob components. Most of my faces are made with a stack of
fourty to seventy flattened spheres. If I then rotate only the bottom 1/3
of them, I've thereby created a moving jaw.
But John v.S. ultimately had the answer. Stay away from blobs. (I'd say
even stay away from povray.) As a winner of an IRTC anim contest once
said, using povray for character animation must be a complete waste of
time.
Greg
http://pterandon.blogspot.com/
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