POV-Ray : Newsgroups : povray.off-topic : Walking system revisited : Re: Walking system revisited Server Time
7 Sep 2024 09:22:31 EDT (-0400)
  Re: Walking system revisited  
From: gregjohn
Date: 23 Jun 2008 12:10:03
Message: <web.485fca474ebf316d40d56c170@news.povray.org>
"Rune" <nor### [at] runevisioncom> 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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