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From: Rune
Subject: Re: FK via IK walk cycle
Date: 1 Oct 2000 16:36:23
Message: <39d7a047@news.povray.org>
"Greg M. Johnson" wrote:
> You might be right in that it's not better for everyone starting
> from scratch, but at least out of laziness with my current
> creation, it takes a lot less work, in that I set up my system as fk.

Ah, ok.

Well, pure IK can do anything IK+FK can do, but if a character is originally
designed for FK it's sometimes easier to use IK+FK. Pure IK can easily
handle any object, not just cylinders, as you can see in the file I posted
in povray.binaries.scene-files a few days ago.

> On the other hand,  note the bend in my foot.  The IK is based on the
> ankle.  Is there an easy IK-pure solution based on such a complicated
> foot?

It depends on what you call IK. There are solutions that doesn't require
calculations of any angles, but use matrixes to move the different parts.
It's all about how you want to control your character. How are the feet of
your character currently controlled? Do you specify points? Vectors? Angles?

Greetings,

Rune
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From: Greg M  Johnson
Subject: Re: FK via IK walk cycle
Date: 1 Oct 2000 21:46:28
Message: <39d7e8f4@news.povray.org>
Rune wrote:

> Well, pure IK can do anything IK+FK can do, but if a character is originally
> designed for FK it's sometimes easier to use IK+FK. Pure IK can easily
> handle any object, not just cylinders, as you can see in the file I posted
> in povray.binaries.scene-files a few days ago.

Can it do a rotating heel + knee system?

> It's all about how you want to control your character. How are the feet of
> your character currently controlled? Do you specify points? Vectors? Angles?

If you look at my 04.08.00 posting here, that was pure FK with specified angles.

This version is complicated.
The point of the "toe ball" of the foot (what do you call it?) is specified in
an include file as a clock spline.
The point of the ankle is calculated from a rotation by an angle specified in a
clock spline.
The knee point is then found using JvS' macro.
Then I used math to recalculate the angles for my FK construction for the hip
and knee angles.


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From: Rune
Subject: Re: FK via IK walk cycle
Date: 2 Oct 2000 11:02:37
Message: <39d8a38d@news.povray.org>
"Greg M. Johnson" wrote:
> Can it do a rotating heel + knee system?

How do you define a rotating heel + knee system? I don't find the meaning of
it obvious.

> If you look at my 04.08.00 posting here, that was pure FK with
> specified angles.
>
> This version is complicated.

Wait a minute - I don't quite get this...

Do you work like this:

A) You manually use JvS's macro to find the knee point
   and manually calculate the required angles?
   So you have to do some math calculations every time
   you want it to move in a different way?

Or is it like this:

B) Your POV script uses JvS's macro to find the knee point
   and then automatically do all necessary math calculations.

Please clarify! :-)

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 September 25)
/ Also visit http://www.povrayusers.org


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