POV-Ray : Newsgroups : povray.advanced-users : inverse kinematics? : Re: inverse kinematics? Server Time
29 Jul 2024 18:21:47 EDT (-0400)
  Re: inverse kinematics?  
From: Rune
Date: 29 Mar 2001 09:16:53
Message: <3ac343d5$1@news.povray.org>
"Reusser" wrote:
> I did notice one small improvement you could make.
> If you replace the knee direction definition with these lines:
>
> #declare HipAxis       = <1,0,0>
> #declare KneeDirection =
> vnormalize(vcross(AnklePoint-HipPoint,HipAxis));
>
> you can get a wider range of movement before the whole thing
> flips or before you get an error because the knee direction is
> parallel to the line between the hip and ankle.

Are you sure? Have you actually tested it?

Have you considered line 84 in my code:

#declare KneeVector = Perpendiculize(KneeDirection,HipPoint-AnklePoint);

I think it does just about the same thing. If not, please explain further!
:)

Rune
--
\ Include files, tutorials, 3D images, raytracing jokes,
/ The POV Desktop Theme, and The POV-Ray Logo Contest can
\ all be found at http://rsj.mobilixnet.dk (updated January 28)
/ Also visit http://www.povrayusers.org


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.