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There is a transformation hierarchy, where if you were to change the elbow
rotation, the fingertips would move accordingly . But I've also got an
optional IK system set up where one could chose an absolute point in space
for the position of the wrist.
"Tek" <tek### [at] evilsuperbrain com> wrote in message
news:40c80a6f@news.povray.org...
> So do you mean that you have a heirarchy of transforms, so if you change
the arm
> transform the hand moves, or are the transforms independant but calculated
by
> your IK to make sure the parts meet up?
>
> Conventional animation systems have a bone hierarchy, but I'm curious as
to
> whether it might be worth trying something different. My system at the
moment is
> too simple to need transforms, it just uses independently positioned
joints,
> hence the stretchy limbs. A little IK will be the next stage, so I need to
start
> thinking about hierarchies or whatever...
>
> --
> Tek
> www.evilsuperbrain.com
>
> "Greg M. Johnson" <gregj;-)565### [at] aol com> wrote in message
> news:40c7d41c$1@news.povray.org...
> > This is how I have mine set up:
> >
> > 1. individual transformations for "thich", "forearm", "head", "toe tip",
> > etc.
> > 2. The transformations take one from the "default pose" to whatever is
> > indicated by other criteria, such as a macro for hand position which
then
> > drives an IK calc, etc.
> > 3. Then the body is constructed. Each element, whether a single sphere
in a
> > blob construction or a bicibuc patch element, gets built this way:
> > Construction_in_default_position texture{Forearmtexture}
> > transform{Forearmtransform}.
> >
> >
> >
> >
> >
>
>
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