POV-Ray : Newsgroups : povray.binaries.animations : walking (not dancing). suggestions wanted : Re: walking (not dancing). suggestions wanted Server Time
18 Jul 2024 16:21:02 EDT (-0400)
  Re: walking (not dancing). suggestions wanted  
From: Tek
Date: 10 Jun 2004 04:27:04
Message: <40c81b58@news.povray.org>
> Opps! Really meant to reply. I don't know how you got such
> naturalistic movement from a stiff legged model. It looks good. To me,
> it seems obvious that you need to add joints and feet.

Well, I realise this perhaps doesn't answer your question, but here's the
animation code:

#declare walkPhase = clock;
someGuy(
 //waist
 <1-cos(2*(walkPhase+.5)*pi),cos(4*walkPhase*pi),0>*<.02,.02,0>,
 //lwrist

<1+cos(4*(walkPhase+.5)*pi),1-cos(4*(walkPhase+.5)*pi),-sin(2*(walkPhase+.5)*pi)
>*<.05,.1,.2>+<.15,-.25,0>,
 //rwrist

<-1-cos(4*walkPhase*pi),1-cos(4*walkPhase*pi),-sin(2*walkPhase*pi)>*<.05,.1,.2>+
<-.15,-.25,0>,
 //lfoot

<1+sin(2*walkPhase*pi),1-cos(2*walkPhase*pi),-sin(2*walkPhase*pi)>*<.05,.1,.2>+<
.05,-1,0>,
 //rfoot

<-1-sin(2*(walkPhase+.5)*pi),1-cos(2*(walkPhase+.5)*pi),-sin(2*(walkPhase+.5)*pi
)>*<.02,.1,.2>+<-.05,-1,0>
)

Then I just position blocks between those points. Not exactly a general purpose
solution, but sine curves can give pretty natural movement if you don't mind
controlling animation using such an ugly mass of numbers. I definitely think
splines would be an improvement, though I rather like the mathemeatical
simplicity of this aproach.

And I still haven't found time to do any more animation!... maybe I should just
tweak this walk a bit, then clone the guy a load of times and make a marching
army? That's sort of dancing. ish. (apologies in advance if I bring down the
tone of the competition with such a lazy entry!).

-- 
Tek
www.evilsuperbrain.com


"Stephen McAvoy" <mca### [at] aolcom> wrote in message
news:2gidc0tukh81srso46qd0ci5retsvsuto6@4ax.com...
> On Tue, 8 Jun 2004 22:32:52 -0700, "Tek" <tek### [at] evilsuperbraincom>
> wrote:
>
> > But seriously, any and all suggestions for my character animation attempt
would be
> >much appreciated, as you can see it has a long way to go...
>
> Opps! Really meant to reply. I don't know how you got such
> naturalistic movement from a stiff legged model. It looks good. To me,
> it seems obvious that you need to add joints and feet. But you
> mentioned that already So there is little I can add. (Maybe that's why
> I did not post before) I will wait with interest for further
> developments. Perhaps we can watch him grow up just as we have watched
> Greg's Blobman take its first tottering steps to dancing the night
> away. Staying out late and worrying its good parents :-}
>
>
> Regards
>         Stephen


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