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Matt Giwer wrote:
> Moving right along ....
>
> -------------------------------------------------------
> Name: LIFA.MPG
> LIFA.MPG Type: MPLAYER2 File (video/mpeg)
> Encoding: base64
Here is twice as many frames but it only goes from 61k to
81, and clearly a much better animation. Double the frames
with with 1/3 increase. MPEG is an interesting encoding
process.
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Attachments:
Download 'lifa.mpg' (80 KB)
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Somebody get a shoe and smash it!
The head movement works good for this, I have trouble making out how the legs
move but I just dragged the players slider around for a better look. The "feet"
push along the ground really well, but they don't raise and drop at all do they?
Even so it looked real good, if I were a pest control person maybe I'd be a
better judge but I had seen the little varmits plenty anyway at a "farm" (had
been one) I used to live on.
Bob
"Matt Giwer" <jul### [at] ij net> wrote in message news:3883F059.82B3822A@ij.net...
> Matt Giwer wrote:
>
> > Moving right along ....
> >
> > -------------------------------------------------------
> > Name: LIFA.MPG
> > LIFA.MPG Type: MPLAYER2 File (video/mpeg)
> > Encoding: base64
>
> Here is twice as many frames but it only goes from 61k to
> 81, and clearly a much better animation. Double the frames
> with with 1/3 increase. MPEG is an interesting encoding
> process.
>
>
Post a reply to this message
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omniVERSE wrote:
> Somebody get a shoe and smash it!
> The head movement works good for this, I have trouble making out how the legs
> move but I just dragged the players slider around for a better look. The "feet"
> push along the ground really well, but they don't raise and drop at all do they?
Not yet. 12 #if statements per leg plus debugging was enough for the first cut.
It will happen eventually maybe. I gave up on trying to figure how six legs can walk
in the first place and made something that appeared credible.
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Easy. You place 3 legs, move the other 3 forward, place them, and move the other 3.
Repeat. A tripod is the most stable construct with legs.
H.E. Day
------------------------
Science is merely a method of gathering data and information.
Science *cannot* prove facts.
It can only provide theories that fit given data.
Technology is merely Science applied to common situations.
Technology is used for both good and evil.
Society is a framework mostly dependent on the willing participation of it
subjects.
Kingdoms and dominions come and go, none are eternal.
In the end, Society, Technology, and Science do not matter. Only the actions
and choices of the individual will matter. <><
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In article <3884A235.14DCB903@fci.net>, Pov### [at] aol com wrote:
> Easy. You place 3 legs, move the other 3 forward, place them, and move
> the other 3.
> Repeat. A tripod is the most stable construct with legs.
As I remember, this gait is used by many insects at normal speeds.
However, at higher speeds some switch to a more complex one which makes
for more efficient movement, and which uses active balance rather than
passive balance.(active balance would be actively regulating body and
limb position, passive is resting on a stable tripod at all times.) This
behavior has also been seen in hexapod robots that "learn" to walk by
themselves.
Of course, for the purposes of this type of animation, the first gait
would be fine. And besides, I think it usually takes some adaptive
artificial intelligence to control the other kind.(anyone want to
program a neural net in POV-Ray?)
--
Chris Huff
e-mail: chr### [at] yahoo com
Web page: http://chrishuff.dhs.org/
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> Of course, for the purposes of this type of animation, the first gait
> would be fine. And besides, I think it usually takes some adaptive
> artificial intelligence to control the other kind.(anyone want to
> program a neural net in POV-Ray?)
Heh! I'll pass, thanks.
--
H.E. Day
------------------------
Science is merely a method of gathering data and information.
Science *cannot* prove facts.
It can only provide theories that fit given data.
Technology is merely Science applied to common situations.
Technology is used for both good and evil.
Society is a framework mostly dependent on the willing participation of it
subjects.
Kingdoms and dominions come and go, none are eternal.
In the end, Society, Technology, and Science do not matter. Only the actions
and choices of the individual will matter. <><
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In article <388635DF.33DB9BD7@erols.com>, John VanSickle
<van### [at] erols com> wrote:
> Chris Huff wrote:
> >
> > Of course, for the purposes of this type of animation, the first gait
> > would be fine. And besides, I think it usually takes some adaptive
> > artificial intelligence to control the other kind.(anyone want to
> > program a neural net in POV-Ray?)
>
> Only if one is a glutton for long parse times...
Just use a bunch of media, focal blur, and several area lights to even
things out between parsing and rendering. You know, make the rendering
longer so the parse time isn't a problem any more... :-)
I was aware that a neural net would take a long time to parse if someone
managed to get one implemented in POV's scripting language, which is why
I put a smiley after that "suggestion". Wait a second, there isn't a
smiley there...what happened? I was sure I put one there...
--
Chris Huff
e-mail: chr### [at] yahoo com
Web page: http://chrishuff.dhs.org/
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With all the walking comments.What is implemented is left
front and right rear moving in sync and the alternate pair out of
sync with that. The middle pair move opposite each other with
right center in sync with left front and left center with right
front. I did this with simply the desire to make it look
reasonably complex but not pairwise movement like a centipede. It
does give a three on the ground at a time effect.
BUT what I sort of remember from a Learning Channel show on
locomotion some years ago is that for all insects there is only
one leg off the ground at any time including centipedes and
millipedes. That being why motion appears to undulate down their
long bodies. However I will not swear to that memory or it being
universal to insects.
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If it helps any I have a simple tutorial on walking things at :
http://www.spiritone.com/~english/cyclopedia/walk.html
but this might reinvent too much of your wheel
Matt Giwer wrote:
> omniVERSE wrote:
>
> > Somebody get a shoe and smash it!
> > The head movement works good for this, I have trouble making out how the legs
> > move but I just dragged the players slider around for a better look. The "feet"
> > push along the ground really well, but they don't raise and drop at all do they?
>
> Not yet. 12 #if statements per leg plus debugging was enough for the first cut.
> It will happen eventually maybe. I gave up on trying to figure how six legs can walk
> in the first place and made something that appeared credible.
--
Josh English
eng### [at] spiritone com
"May your hopes, dreams, and plans not be destroyed by a few zeros."
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Josh English wrote:
> If it helps any I have a simple tutorial on walking things at :
>
> http://www.spiritone.com/~english/cyclopedia/walk.html
>
> but this might reinvent too much of your wheel
Thanks but I am taking a different approach entirely, one that fits a bit better
with
long ago game animations I am comfortable with.. Rather than relying on clock for
everything I have an external file that starts at 0. For each frame rendered the file
is
opened and incremented n = n + 1. Then I mod (n, x) where x is the number of frames I
want
a leg motion to take. The #ifs are the position of the leg for 0 1 2 3 ... x . This
lets
the motion be independent of the number of frames in the scene without other cocern.
To
say it another way at a fixed frame rate I get a fixed number of steps per second, in
this
case about two full cycles per second.
I intend to use it as an #if (walk = 1) when moving him around around a scene. I
also
have a stop position for the legs. Then I only have worry about keeping him pointed in
the
direction he is heading.
I haven't done much with him since them but I have made two of the legs raise
slightly
when moving forward. The file is attached.
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Attachments:
Download 'lifa.mpg' (132 KB)
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