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I'm continuing to improve my stick figure over my previous blob "mon."
I mastered IK for both the arms and the foot (with rising heel!). Both
FK & IK are possible with switches in code. No-slip feet (when it's
translated at constant speed). Working five-fingered hands (except
thumbs). Hopefully modular and applicable to multiple constructions.
This is just a kind of gratuitous walk cycle showing off what it can do.
Next steps:
1. Working thumbs.
2. Better walk cycles
3. More anatomical details to head
4. More realistic construction.
5. An "object studio" to make my construction syntax understandable to
others...
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Attachments:
Download 'mime13.mpg' (152 KB)
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Okay, too strange for me.
Seriously though, with overall up/down motion added it would be better still.
Bob H.
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"Bob H." wrote:
> Okay, too strange for me.
> Seriously though, with overall up/down motion added it would be better still.
>
> Bob H.
Meant to be a bit spooky in "over-acting"--sort of like a test drive; there's
probably not too many practical applications for spinning your hands like that, I
guess :)-- it just shows off my IK wrists. This construction has full movement
in the hips, lumbar, shoulders, etc., that my other one(s) lacked: friends'
suggestions on those walking figures were for more movement and flexibility,
etc. Plus I studied a few new anatomy books and got more tips on what should be
able to bend during a walk cycle.
Yes, the hip up/down is one of the next things to be added.
Did most of the coding while running an insanely boring experiment at work......
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Haha, funny walk cycle! :D
Look forward to see more of this... :)
> Both FK & IK are possible with switches in code.
Can switching be done smoothly during an animation?
And does the movement interpolation itself shift from IK to FK, or only the
controlling?
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 January 6)
/ Also visit http://www.povrayusers.org
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Rune wrote:
> > Both FK & IK are possible with switches in code.
> Can switching be done smoothly during an animation?
right now it is
$fkleg=yes; //no;
But that *would* be a worthwhile feature: turn off IK @ clock=foo; immediately
record these keyframes, then smoothly transition to a preset FK pose @clock
=bar...
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"Greg M. Johnson" wrote:
> Rune wrote:
>
> > > Both FK & IK are possible with switches in code.
> > Can switching be done smoothly during an animation?
>
> right now it is
> $fkleg=yes; // no;
>
> But that *would* be a worthwhile feature: turn off IK @ clock=foo;
> immediately record these keyframes, then smoothly transition to a
> preset FK pose @clock =bar...
Exactly. The "user-interface" can be switched from FK to IK and back.
But the interpolation method itself can't switch smoothly AFAIK. Which
method does the interpolation use in your solution? In other words, do you
use the splines to interpolate rotation vectors (FK interpolation) or do you
use the splines to interpolate point vectors, like wrist-location etc. (IK
interpolation) ?
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 January 6)
/ Also visit http://www.povrayusers.org
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Rune wrote:
> In other words, do you
> use the splines to interpolate rotation vectors (FK interpolation) or do you
> use the splines to interpolate point vectors, like wrist-location etc. (IK
> interpolation) ?
Both.
Wrist position was:
$rtempwristpt=< 1,55+4*sin(4*pi*modclock), 20+3*cos(4*pi*modclock)>;
Ribcage rotation was:
$ribang= < 15, -15*cos(2*pi*modclock+pi), 10*cos(2*pi*modclock+pi)>;
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