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I've improved the algorithm in my walking system a lot and have made a new
version of the animation that I think is much better than the previous.
I have also rendered it in 320x240 with AA, and the camera angle is a bit
more interesting.
It's up on my website:
http://rsj.mobilixnet.dk/3d/anims/anims.html
Hope you like it. :)
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Nov 5)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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Rune wrote:
> I've improved the algorithm in my walking system a lot and have made a new
> version of the animation that I think is much better than the previous.
>
> I have also rendered it in 320x240 with AA, and the camera angle is a bit
> more interesting.
>
> It's up on my website:
> http://rsj.mobilixnet.dk/3d/anims/anims.html
Where exactly?
--
#local j=text{ttf"arial""JRG".2,0}#local J=0;#while(J<10)#local R=0;#while
(R<2)#local G=0;#while(G<1)#if(inside(j<R,G.1>))object{j scale.025translate
<R-1G-J/20J/-40+2>pigment{rgb<9J>}}#debug"O"#else#debug" "#end#local G=G+
.025;#end#local R=R+.05;#debug"\n"#end#local J=J+1;#end// JRG
Home: http://digilander.iol.it/jrgpov
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Ok I found it, but you forgot the link ;)
--
#local j=text{ttf"arial""JRG".2,0}#local J=0;#while(J<10)#local R=0;#while
(R<2)#local G=0;#while(G<1)#if(inside(j<R,G.1>))object{j scale.025translate
<R-1G-J/20J/-40+2>pigment{rgb<9J>}}#debug"O"#else#debug" "#end#local G=G+
.025;#end#local R=R+.05;#debug"\n"#end#local J=J+1;#end// JRG
Home: http://digilander.iol.it/jrgpov
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Lovely! And impressive.
--
#local j=text{ttf"arial""JRG".2,0}#local J=0;#while(J<10)#local R=0;#while
(R<2)#local G=0;#while(G<1)#if(inside(j<R,G.1>))object{j scale.025translate
<R-1G-J/20J/-40+2>pigment{rgb<9J>}}#debug"O"#else#debug" "#end#local G=G+
.025;#end#local R=R+.05;#debug"\n"#end#local J=J+1;#end// JRG
Home: http://digilander.iol.it/jrgpov
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"JRG" wrote:
> Where exactly?
Strange - I'm sure I uploaded the updated page...
Anyway, it's there now.
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Nov 5)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
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"JRG" wrote:
> Lovely! And impressive.
Thanks! :)
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Nov 5)
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Amazing, Rune! The animation looks very realistic, and the attention to
detail is very impressive. The way the eyes and head rotate before Al turns
is great. Now, can Al walk and talk at the same time? How about chew gum?
--
-David
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Amazing. The start after the stop was a bit jerky, though. I suspect because
you placed the next footstep so close. Still, this is much better than
anything I could ever do. Great job.
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"Tony[B]" wrote:
> Amazing.
Thanks!
> The start after the stop was a bit jerky, though.
It's not because I don't want criticism, but I truly can't see this. It
looks pretty smooth to me. Could you explain more detailed what you're
referring to?
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Nov 5)
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"Dave Blandston" wrote:
> Amazing, Rune! The animation looks very realistic,
> and the attention to detail is very impressive.
Thank you! :)
> The way the eyes and head rotate before Al turns is
> great. Now, can Al walk and talk at the same time?
> How about chew gum?
That should not be too difficult.
But some other things like waving the arm are more difficult as it would
require some way to interpolate between the automatic arm movement and
custom arm movement, which is something I have yet not figured out how to
do.
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Nov 5)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
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From: Marc-Hendrik Bremer
Subject: Re: AL walking, stopping and turning - Final
Date: 2 Jan 2002 05:02:43
Message: <3c32dac3@news.povray.org>
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Rune schrieb in Nachricht <3c32c82d@news.povray.org>...
>"Tony[B]" wrote:
>> The start after the stop was a bit jerky, though.
>
>It's not because I don't want criticism, but I truly can't see this.
I wouldn't call it jerky, but the first step after the stop is indeed only
half a footlength wide (long?). I think that's not that realistic, 'cause
it's a waste of kinetic energy.
Nevertheless it's a great piece of work!
Marc-Hendrik
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From: Bill DeWitt
Subject: Re: AL walking, stopping and turning - Final
Date: 2 Jan 2002 10:00:38
Message: <3c332096@news.povray.org>
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"Rune" <run### [at] mobilixnet dk> wrote :
>
> Rune
> --
> 3D images and anims, include files, tutorials and more:
> Rune's World: http://rsj.mobilixnet.dk (updated Nov 5)
________________________________________^^^^^^^^^^
When are you going to update your sig?
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"Bill DeWitt" wrote:
> When are you going to update your sig?
Thanks for reminding me! :)
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Jan 2)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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Very good.
Here's a tip that helps make MPGs smaller:
Don't use checker as the pigment for your plane, at least not in the
final rendering. My first IRTC entry was much smaller (and looked
less like a newby effort) when I replaced the checker pattern with
a granite pattern.
If need be, you can have an if-else-end block to switch between test
renders (because the checker pattern is quite useful for eyeballing
measurements).
Regards,
John
--
ICQ: 46085459
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"Marc-Hendrik Bremer" wrote:
> I wouldn't call it jerky, but the first step after
> the stop is indeed only half a footlength wide (long?).
> I think that's not that realistic, 'cause it's a waste
> of kinetic energy.
I think in reality the first step is indeed often a bit shorter because it
takes the body a little while to get in momentum. However, probably not as
much as this animation. I'll try to figure out why my algorithm places that
step so close to the previous one.
> Nevertheless it's a great piece of work!
Thank you!
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Jan 2)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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I've slightly changed the animation. Nothing big - I haven't yet been able
to make that short step longer - but a few minor changes.
I've made AL chew a gum as Dave suggested, I've made a slight breathing
motion for him which isn't really noticeably, but which nonetheless makes
him seem slightly less stiff, and I've modified the ground texture to avoid
checker pattern moiré patterns.
The new version has replaced the old one on my website, so it's available
from the same place.
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Jan 2)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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"John VanSickle" wrote:
> Very good.
Thanks!
> Don't use checker as the pigment for your plane, at
> least not in the final rendering. My first IRTC
> entry was much smaller (and looked less like a newby
> effort) when I replaced the checker pattern with a
> granite pattern.
Thanks for the tip! I presume it's the checker pattern seen at a distance
that's the problem? If so I've already updated the animation with a
workaround for that.
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Jan 2)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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"Rune" <run### [at] mobilixnet dk> wrote :
>
> If so I've already updated the animation with a
> workaround for that.
Ah! I was finally able to see this one, thanks to a complete destruction
of my QuickTime installation... again...
Very nice, I see a little extra bounce in the tips of the toes, and he
seems a little heavy, but otherwise -very- nice.
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"Bill DeWitt" wrote:
> Very nice, I see a little extra bounce in the
> tips of the toes
Well spotted. It's a side effect of using cubic splines for the movement.
They always want to go a bit too far and then back before they stop. Using
more control points may or may not reduce/solve the problem - I never can
remember.
> and he seems a little heavy
Heavy in what way? He's supposed to look a little heavy, like many toons do.
Does it look wrong somehow?
> but otherwise -very- nice.
Thanks! :)
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Jan 2)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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From: Bill DeWitt
Subject: Re: AL walking, stopping and turning - Final
Date: 2 Jan 2002 17:36:19
Message: <3c338b63@news.povray.org>
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"Rune" <run### [at] mobilixnet dk> wrote in :
>
> Heavy in what way?
The feet seem to hit hard.
> He's supposed to look a little heavy, like many toons do.
> Does it look wrong somehow?
No, probably fixing the feet will fix it, if it really needs to be
fixed.
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Wow ... extremely nice ... missing words ...
but now: Nitpicking ! *g
have you seen closely the feets in the frames 160-170 ?
when he turns, it seems, that the inner foot moves into the outer one ...
at least it seemes so ...
--
Jan Walzer <jan### [at] lzer net>
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From: Batronyx
Subject: Re: AL walking, stopping and turning - Final 2
Date: 2 Jan 2002 22:16:55
Message: <3c33cd27@news.povray.org>
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He seems to have a purposeful, but casual, step about him. I can easily imagine
him carrying a padd and stopping to check on some equipment, starting to move on
to the next checkpoint, then spotting someone he would like to get better
acquainted with <wink> and changing direction to pursue.
Very well done.
--
light_source{0,1}#macro c(J,a)sphere{0,1pigment{rgb z}scale a translate J+O}
#end#macro B(R,V,O)c(0,4)intersection{c(V,R)difference{c(-z*4x+10)c(-z*4.1x+
10)c(0<7.5,45,5>)}}#end B(12,0z*25)B(8y*4<0,12,50>) // Batronyx ^"^
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Rune wrote:
>
> "John VanSickle" wrote:
> > Very good.
>
> Thanks!
>
> > Don't use checker as the pigment for your plane, at
> > least not in the final rendering. My first IRTC
> > entry was much smaller (and looked less like a newby
> > effort) when I replaced the checker pattern with a
> > granite pattern.
(I'd like to mention here that I did use a checker pattern for
my entry-winth-an-entry in the Robots round, but that was a
deliberate effort at being lame.)
> Thanks for the tip! I presume it's the checker pattern seen at a
> distance that's the problem? If so I've already updated the animation
> with a workaround for that.
If the anti-aliasing is good, the distance is usually a mix of the two
colors, and isn't really a problem.
The problem with checkered patterns in MPG files is the sharp edges
between the squares in the foreground. Either you get a lot of
artifacts or you have a huge file.
Regards,
John
--
ICQ: 46085459
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"Dave Blandston" <gra### [at] earthlink net> wrote in message
news:3c32941d$1@news.povray.org...
> How about chew gum?
It looks like he is. Watch very closely when he's stopped or turning and
you'll see his jaw moving up and down, up and down.
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> I've improved the algorithm in my walking system a lot and have made a new
> version of the animation that I think is much better than the previous.
>
> I have also rendered it in 320x240 with AA, and the camera angle is a bit
> more interesting.
Awesome!!! :o) This is the best character animation I've seen in Pov and
maybe because I never see such modern toons, it's so smooth like I can't
even imagine.
Hugo
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"Hugo" wrote:
> Awesome!!! :o) This is the best character animation
> I've seen in Pov and maybe because I never see such modern
> toons, it's so smooth like I can't even imagine.
Gee, thank you! :)
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Jan 2)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
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"Mahalis" wrote:
> It looks like he is. Watch very closely when he's
> stopped or turning and you'll see his jaw moving up
> and down, up and down.
Because I implemented Dave's suggestion! :)
(I updated the animation after Dave sent his message.)
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Jan 2)
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"Jan Walzer" wrote:
> Wow ... extremely nice ...
Thank you! :)
> but now: Nitpicking ! *g
The best part!
> have you seen closely the feets in the frames 160-170 ?
>
> when he turns, it seems, that the inner foot moves into
> the outer one ... at least it seemes so ...
That's probably right. I hadn't seen that. Hmm, now to find out how to avoid
that...
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Jan 2)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
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Rune wrote:
> > when he turns, it seems, that the inner foot moves into
> > the outer one ... at least it seemes so ...
>
> That's probably right. I hadn't seen that. Hmm, now to find out how to avoid
> that...
Making the feet 100 units distant from each other should do the trick.
Don't bother to thank me.
--
#local j=text{ttf"arial""JRG".2,0}#local J=0;#while(J<10)#local R=0;#while
(R<2)#local G=0;#while(G<1)#if(inside(j<R,G.1>))object{j scale.025translate
<R-1G-J/20J/-40+2>pigment{rgb<9J>}}#debug"O"#else#debug" "#end#local G=G+
.025;#end#local R=R+.05;#debug"\n"#end#local J=J+1;#end// JRG
Home: http://digilander.iol.it/jrgpov //New: Kitchen scene WIP
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From: Jan Walzer
Subject: Re: AL walking, stopping and turning - Final
Date: 6 Jan 2002 16:28:47
Message: <3c38c18f@news.povray.org>
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"Rune" <run### [at] mobilixnet dk> wrote:
news:3c379a9c@news.povray.org...
> "Jan Walzer" wrote:
> > Wow ... extremely nice ...
>
> Thank you! :)
no problem ...
>
> > but now: Nitpicking ! *g
>
> The best part!
of course ...
> > have you seen closely the feets in the frames 160-170 ?
> >
> > when he turns, it seems, that the inner foot moves into
> > the outer one ... at least it seemes so ...
>
> That's probably right. I hadn't seen that. Hmm, now to find out how to
avoid
> that...
>
Hmmm ... How 'bout constructing Al as a Particlesystem ...
with:
- _many_ small blobs ...
- _many_ forces between these particles ...
- these particles forming the body of Al ...
- and: ..... Particlecollission-detection ..... *tataaa* ?
--
"Somehow what you suggest is like suggesting to add drills \ jan### [at] lzer net
to cars so you can drill for oil when you run out of fuel. \
Sure you could do it, but it might not be the most practical > Jan
solution." [Thorsten Froehlich in p.u.p] / Walzer
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"Jan Walzer" wrote:
> Hmmm ... How 'bout constructing Al as a Particlesystem ...
> with:
> - _many_ small blobs ...
> - _many_ forces between these particles ...
> - these particles forming the body of Al ...
> - and: ..... Particlecollission-detection ..... *tataaa* ?
Hmm, not such a bad suggestion, especially since I already have a particle
system which I could, with some minor modifications, adapt do be able to
handle that. I'll get started right away!
A bonus will be that the particle system can then also be used to simulate
rotating gears and other mechanical components with collision detection. It
will require quite some particles though...
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Jan 2)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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After some work on the project, it appears that the particle system would
also be suited to model non-moving things like kitchen-inventory, landscapes
and medium-sized wall mirrors.
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated Jan 2)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
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You have access to a fast computer ?
--
"Somehow what you suggest is like suggesting to add drills \ jan### [at] lzer net
to cars so you can drill for oil when you run out of fuel. \
Sure you could do it, but it might not be the most practical > Jan
solution." [Thorsten Froehlich in p.u.p] / Walzer
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That's how God did it .. but his computer is pretty big ...
I mean, look how many particles are in my finger!
== John ==
"Jan Walzer" <jan### [at] lzer net> wrote in message
news:3c399b1d$1@news.povray.org...
> You have access to a fast computer ?
>
> --
> "Somehow what you suggest is like suggesting to add drills \
jan### [at] lzer net
> to cars so you can drill for oil when you run out of fuel. \
> Sure you could do it, but it might not be the most practical >
Jan
> solution." [Thorsten Froehlich in p.u.p] /
Walzer
>
>
>
>
>
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From: John D Gwinner
Subject: Re: AL walking, stopping and turning - Final 2
Date: 7 Jan 2002 22:51:43
Message: <3c3a6ccf$1@news.povray.org>
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I guess someone has to ask - going to post the source? <G>
Impressive!
== John ==
"Rune" <run### [at] mobilixnet dk> wrote in message
news:3c335999@news.povray.org...
> I've slightly changed the animation. Nothing big - I haven't yet been able
> to make that short step longer - but a few minor changes.
>
> I've made AL chew a gum as Dave suggested, I've made a slight breathing
> motion for him which isn't really noticeably, but which nonetheless makes
> him seem slightly less stiff, and I've modified the ground texture to
avoid
> checker pattern moiré patterns.
>
> The new version has replaced the old one on my website, so it's available
> from the same place.
>
> Rune
> --
> 3D images and anims, include files, tutorials and more:
> Rune's World: http://rsj.mobilixnet.dk (updated Jan 2)
> POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
> POV-Ray Webring: http://webring.povray.co.uk
>
>
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"John D. Gwinner" <jgw### [at] dazsi com> wrote:
> That's how God did it .. but his computer is pretty big ...
yeah ... capable of Realtime-Raytracing ...
> I mean, look how many particles are in my finger!
How many ? I can't see them ...
--
"Somehow what you suggest is like suggesting to add drills \ jan### [at] lzer net
to cars so you can drill for oil when you run out of fuel. \
Sure you could do it, but it might not be the most practical > Jan
solution." [Thorsten Froehlich in p.u.p] / Walzer
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Wow, great movement!
I give two suggestions to help Al achieve realism (or as real as an alien can get
:-) The first is to make him blink every so often. You did this when he talked
and it really makes a difference. The second is to make him do something when he
stops walking. He becomes so rigid at this point (only his mouth moves) that it
is unnatural. If he swayed side to side, or scratched his head, etc. instead of
freezing, it would look so much better.
I do not mean to sound critical here, but rather point out that well done major
movements (like the walking that Al does) still needs those little things to help
it _really_ shine. If you have the talent (and by the looks of it, you do) you
may as well take it all the way.
MJL
--
light_source{12*(y-z)rgb 2fade_distance 9fade_power 2area_light x,z,5,5}#macro A
(H,B,R,T)prism{0,1H+4,0u*9,9v*9,0#local I=1;#while(I<H)#local V=asc(substr(B,I,1
))-33;<div(V,10)mod(V,10)>#local I=I+1;#end pigment{red 1}rotate-<90,R>translate
-T}#end A(16"/.@VZno=<PLA89/"0,5*x)A(14",6;MWmhryXN3,"60<15,0,8>)camera{location
25*(y-z)look_at 0}A(8"6hiAG=6"-60,-10*x)box{-99(x+z)*99 pigment{rgb 1}} // MJL
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