POV-Ray : Newsgroups : povray.binaries.animations : Re: crash walking (731k divx) : Re: crash walking (731k divx) Server Time
19 Jul 2024 21:27:30 EDT (-0400)
  Re: crash walking (731k divx)  
From: Sebastian H 
Date: 6 Aug 2002 16:53:06
Message: <3D5037D7.9020109@web.de>
> 
> I agree. It looks nice. :)
> 

Thanks :-)


> I agree it's very well done, but I'd like to point out that the things
> I'm working on are of a bit different kind I think.
> 
> Sebastian, if I understand correctly, is working on converting and
> interpolating model data and animation data already created with
> external utilities. Creating an animation from scratch will still
> require you to have that utility that is used to create the animation
> data.

Thats right, the actual work has to be done somewhere else :-(

> My own experiments on the other hand have been minded more towards being
> able to create animations from inside POV-Ray. My biggest problem is
> that I haven't found a method to deform a mesh to follow a set of
> bones... :(
> If I could do that, it would be possible to use any mesh, and animate it
> from inside POV-Ray, but I haven't had any success on that yet...
> 

Thats a very interesting idea!!!

There was a similar problem when trying to glue the crash model 
together. It consits of three parts, head, torso and legs. They all have 
so called "tags", on these there can be attached other models so it's a 
kind of "three bone" system.

I think the Pov-language with it's limitations will make it a mess to 
create a more complex bonetree. There is a lack of structures like the 
c++ "class" or "struct" which one can fill with data, access by it's 
type or link anyhow. Maybe there's a workaround...

Regards,
Sebastian H.


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