POV-Ray : Newsgroups : povray.binaries.animations : Walking Along a Path WIP1 Server Time
11 Oct 2026 01:32:58 EDT (-0400)
  Walking Along a Path WIP1 (Message 1 to 31 of 31)  
From: Rune
Subject: Walking Along a Path WIP1
Date: 18 Oct 2001 18:39:31
Message: <3bcf5a23@news.povray.org>
Some of you may have seen my previous walk experiments with simple walk and
run cycles. (They can be found on my website.)

Such simple walk cycles are nice if you want a character to walk with
constant speed along a straight line.

If however you want it to walk with variable speed along any given path
(such as a spline), somewhat more sophisticated techniques are necessary.

I'm working on such techniques. The attached animation is a very early test.
Never mind the crude model and the simplified walk motion. What matters
right here is the basic functionality that makes the feet follow the spline
and move them nicely from one position to another with no slippage.

Well, just wanted to share it. Comments always appreciated.

Back to work...

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:    http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk


Post a reply to this message


Attachments:
Download 'pathwalk1.mpg' (81 KB)

From: Reusser
Subject: Re: Walking Along a Path WIP1
Date: 18 Oct 2001 19:54:58
Message: <181020011849428088%reu1000@chorus.net>
In article <3bcf5a23@news.povray.org>, Rune
<run### [at] mobilixnetdk> wrote:

> Some of you may have seen my previous walk experiments with simple walk and
> run cycles. (They can be found on my website.)
> 
> Such simple walk cycles are nice if you want a character to walk with
> constant speed along a straight line.
> 
> If however you want it to walk with variable speed along any given path
> (such as a spline), somewhat more sophisticated techniques are necessary.
> 
> I'm working on such techniques. The attached animation is a very early test.
> Never mind the crude model and the simplified walk motion. What matters
> right here is the basic functionality that makes the feet follow the spline
> and move them nicely from one position to another with no slippage.
> 
> Well, just wanted to share it. Comments always appreciated.
> 
> Back to work...

Despite the simplified walk, it looks pretty good.  You did a great job
of simulating the way a real non-linear walk looks.  (I tried walking
around the room a couple of times.)  Amazingly, I was just beginning to
work on the character I had made a while ago in order to make little
guys walk through the mirror puzzle I posted in p.b.i.  Keep up the
great work!

My one question is whether this is a persistent animation or a regular
clock-based animation.  I would assume that it is clock-based, right?

 - Rico


Post a reply to this message

From: Andy Cocker
Subject: Re: Walking Along a Path WIP1
Date: 18 Oct 2001 20:24:27
Message: <3bcf72bb@news.povray.org>
Wow. That's by far the most impressive POV walk I've ever seen. A big step
(pardon the pun) nearer towards a complete bipedal animation include file?

All the best,

Andy Cocker

"Rune" <run### [at] mobilixnetdk> wrote in message
news:3bcf5a23@news.povray.org...
> Some of you may have seen my previous walk experiments with simple walk
and
> run cycles. (They can be found on my website.)
>
> Such simple walk cycles are nice if you want a character to walk with
> constant speed along a straight line.
>
> If however you want it to walk with variable speed along any given path
> (such as a spline), somewhat more sophisticated techniques are necessary.
>
> I'm working on such techniques. The attached animation is a very early
test.
> Never mind the crude model and the simplified walk motion. What matters
> right here is the basic functionality that makes the feet follow the
spline
> and move them nicely from one position to another with no slippage.
>
> Well, just wanted to share it. Comments always appreciated.
>
> Back to work...
>
> Rune
> --
> 3D images and anims, include files, tutorials and more:
> Rune's World:    http://rsj.mobilixnet.dk (updated June 26)
> POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
> POV-Ray Webring: http://webring.povray.co.uk
>
>
>


Post a reply to this message

From: Rune
Subject: Re: Walking Along a Path WIP1
Date: 18 Oct 2001 21:36:22
Message: <3bcf8396@news.povray.org>
"Reusser" wrote:
> Despite the simplified walk, it looks pretty good.
> You did a great job of simulating the way a real
> non-linear walk looks.

Thank you! :)

> (I tried walking around the room a couple of times.)

Talk about it! Walking in small circles continuously while studying my feet
made me dizzy a few times!

> Amazingly, I was just beginning to work on the character
> I had made a while ago in order to make little guys walk
> through the mirror puzzle I posted in p.b.i.

Sounds like a neat idea. *That* will make him think hard! ;)

> Keep up the great work!

You too!

> I would assume that it is clock-based, right?

Right!

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:    http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk


Post a reply to this message

From: Rune
Subject: Re: Walking Along a Path WIP1
Date: 18 Oct 2001 21:36:25
Message: <3bcf8399@news.povray.org>
"Andy Cocker" wrote:
> Wow. That's by far the most impressive POV walk I've ever seen.

Why thank you! :D

> A big step (pardon the pun) nearer towards a complete
> bipedal animation include file?

Well, something like that is my ultimate goal, but it took me several years
to get here, and I don't think I'm half done yet...

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:    http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk


Post a reply to this message

From: Tony[B]
Subject: Re: Walking Along a Path WIP1
Date: 19 Oct 2001 00:54:12
Message: <3bcfb1f4@news.povray.org>
That is so cool! I hope you can really get this working smoothly. It would
be even better if you could solve this for quadrupeds too. :)


Post a reply to this message

From: Nekar Xenos
Subject: Re: Walking Along a Path WIP1
Date: 19 Oct 2001 02:23:25
Message: <3bcfc6dd@news.povray.org>
"Tony[B]" <ben### [at] catholicorg> wrote in message
news:3bcfb1f4@news.povray.org...
> That is so cool! I hope you can really get this working smoothly. It would
> be even better if you could solve this for quadrupeds too. :)
>
What's the problem with quadrupeds or 'polypeds' for that matter? Shouldn't it
just be two 'bipeds' behind each other linked by the body?

- Nekar


---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.282 / Virus Database: 150 - Release Date: 2001/09/25


Post a reply to this message

From: ARTis
Subject: Re: Walking Along a Path WIP1
Date: 19 Oct 2001 02:47:19
Message: <3bcfcc77$1@news.povray.org>
> What's the problem with quadrupeds or 'polypeds' for that matter?
Shouldn't it
> just be two 'bipeds' behind each other linked by the body?

That COULD work with walking, but not with running.


Post a reply to this message

From: Rick [Kitty5]
Subject: Re: Walking Along a Path WIP1
Date: 19 Oct 2001 05:30:33
Message: <3bcff2b9@news.povray.org>
very impressive :))

more!


--
Rick

Kitty5 WebDesign - http://Kitty5.com
POV-Ray News & Resources - http://Povray.co.uk
TEL : +44 (01270) 501101 - FAX : +44 (01270) 251105 - ICQ : 15776037

PGP Public Key
http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA


Post a reply to this message

From: Rune
Subject: Re: Walking Along a Path WIP1
Date: 19 Oct 2001 08:57:43
Message: <3bd02347@news.povray.org>
"Tony[B]" wrote:
> That is so cool!

Thank you! :)

> I hope you can really get this working smoothly.

So do I but it'll be a lot of work. It'll be a lot of fun too.

> It would be even better if you could
> solve this for quadrupeds too. :)

I have something in mind that might work acceptable, but not for very long
animals like, say, millipedes.

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:    http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk


Post a reply to this message

From: Rune
Subject: Re: Walking Along a Path WIP1
Date: 19 Oct 2001 08:57:47
Message: <3bd0234b@news.povray.org>
"ARTis" wrote:
> "Nekar Xenos" wrote:
> > What's the problem with quadrupeds or 'polypeds'
> > for that matter? Shouldn't it just be two 'bipeds'
> > behind each other linked by the body?
>
> That COULD work with walking, but not with running.

Could you elaborate a bit? While it's not quite as simple as Nekar makes it
sound, I think it could be done using roughly the same technique as with
bipeds. However, I'm interested in hearing about possible problems I may
encounter.

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:    http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk


Post a reply to this message

From: Rune
Subject: Re: Walking Along a Path WIP1
Date: 19 Oct 2001 08:57:48
Message: <3bd0234c@news.povray.org>
"Rick [Kitty5]" wrote:
> very impressive :))

Thank you Rick! :)

> more!

That's easy for you to say! ;)

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:    http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk


Post a reply to this message

From: Greg M  Johnson
Subject: Re: Walking Along a Path WIP1
Date: 19 Oct 2001 09:03:52
Message: <3BD02485.47DFD831@aol.com>
A given property of this server is that whatever I'm working on in its earliest
stages, Rune has already finished and published.  ;)

Amazing work!  I was trying something like that, but was so lazy as merely to
rotate the straight-line-walking character around a huge arc, introducing minute
feet slippage that I hoped no one would notice...

Q: what kind of spline works for you now?  I resorted to linear ones a year or
so ago and your recent complaints about the one in 3.5 gives me no incentive to
"upgrade."


Post a reply to this message

From: Rune
Subject: Re: Walking Along a Path WIP1
Date: 19 Oct 2001 17:01:13
Message: <3bd09499@news.povray.org>
"Greg M. Johnson" wrote:
> A given property of this server is that whatever
> I'm working on in its earliest stages, Rune has
> already finished and published.  ;)

Well, your recent postings with your animated character inspired me to get
started on this walking business again. There have also been other times
where I've been inspired by you, for example back when you worked on that
flocking system. There's constant competition around here - I also see that
lots of people are working on particle systems now, just like I've been
doing...

> Amazing work!

Thanks! :)

> I was trying something like that, but was so lazy as merely
> to rotate the straight-line-walking character around a huge
> arc, introducing minute feet slippage that I hoped no one
> would notice...

My approach is radically different as you probably can tell... :)

> Q: what kind of spline works for you now?  I resorted to
> linear ones a year or so ago and your recent complaints
> about the one in 3.5 gives me no incentive to "upgrade."

In the animation I've just posted no splines were used at all, only simple
math operations.

But later on when I need more complex motion I'll probably use the cubic
splines in POV-Ray 3.5 despite the limitations. I only hope that the bugs
will soon be fixed.

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:    http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk


Post a reply to this message

From: Redbeard (MDJohnson)
Subject: Re: Walking Along a Path WIP1
Date: 19 Oct 2001 23:33:41
Message: <3bd0f095@news.povray.org>
"Rune" <run### [at] mobilixnetdk> wrote in message
news:3bcf5a23@news.povray.org...
> Some of you may have seen my previous walk experiments with simple walk and
> run cycles. (They can be found on my website.)
>
> Such simple walk cycles are nice if you want a character to walk with
> constant speed along a straight line.
>
> If however you want it to walk with variable speed along any given path
> (such as a spline), somewhat more sophisticated techniques are necessary.
>

I've always thought your work is simply amazing, Rune.  Part of the reason I'm
working on my gel simulation, in fact.

I can't wait to see the finished product.

Michael
--
#macro M(D,J)text{ttf"cyrvetic.ttf"D 1,0translate-J}#end#macro N(E,K)#local A=
M(E,K)light_source{-z*30rgb 1projected_through{A}}#end N("Michael"<1.6,-.2,5>)
N("Johnson"<1.9.8,5>)sphere{z*9,4pigment{gradient x+y scale 10color_map{[0 rgb
x][1rgb x+y]}sine_wave}} // (c)2001 Michael D Johnson red### [at] wvadelphianet


Post a reply to this message

From: Rune
Subject: Re: Walking Along a Path WIP1
Date: 20 Oct 2001 06:26:35
Message: <3bd1515b@news.povray.org>
"Redbeard (MDJohnson)" wrote:
> I've always thought your work is simply amazing, Rune.

Wow, thanks. :)

> Part of the reason I'm working on my gel simulation, in fact.

I get inspired by the works of lots of people around here, and I'd be happy
if anything I've made has inspired you!

> I can't wait to see the finished product.

I've never yet made an animation that is a finished product. Might take a
while yet before that happens...

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:    http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk


Post a reply to this message

From: Greg M  Johnson
Subject: Re: Walking Along a Path WIP1
Date: 21 Oct 2001 22:46:35
Message: <3bd3888b@news.povray.org>
Rune wrote:

> In the animation I've just posted no splines were used at all, only simple
> math operations.

????
Could you please post the code for how you represented the walk path?


Post a reply to this message

From: Rune
Subject: Re: Walking Along a Path WIP1
Date: 22 Oct 2001 11:10:36
Message: <3bd436ec@news.povray.org>
Greg M. Johnson wrote:
> Rune wrote:
>
> > In the animation I've just posted no splines
> > were used at all, only simple math operations.
>
> ????
> Could you please post the code for how you
> represented the walk path?

Don't know if that's what you mean, but I've posted a simplified version of
the whole walking technique to povray.binaries.scene-files.

In return, could you tell me what you think of it? :)

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:    http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk


Post a reply to this message

From: Greg M  Johnson
Subject: Re: Walking Along a Path WIP1
Date: 22 Oct 2001 12:55:42
Message: <3BD44F3D.4DF01C36@aol.com>
Okay, but first of all, you have a totally different "path" in the code you
posted THERE than in the anim you posted HERE, yes?

Rune wrote:

> Don't know if that's what you mean, but I've posted a simplified version of
> the whole walking technique to povray.binaries.scene-files.
>
> In return, could you tell me what you think of it? :)
>


Post a reply to this message

From: Rune
Subject: Re: Walking Along a Path WIP1
Date: 22 Oct 2001 13:25:18
Message: <3bd4567e@news.povray.org>
"Greg M. Johnson" wrote:
> Okay, but first of all, you have a totally different
> "path" in the code you posted THERE than in the anim
> you posted HERE, yes?

No, in fact they're exactly the same. By "path" I mean this:

// The path to follow:
#macro WalkPath (Time)
   vrotate(Time*x,180*Time*y)
#end

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:    http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk


Post a reply to this message

From: Greg M  Johnson
Subject: Re: Walking Along a Path WIP1
Date: 22 Oct 2001 13:51:27
Message: <3BD45C4D.1F5CEC04@aol.com>
I *may* be smart enough to code my own version, but I don't think my brain can
follow what you're doing in your code.  And I fear that my algo for foot
placement is totally different from yours:  I have a system which will allow easy
switches (different movement parameter files) between say walking, running, stair
climbing. I don't want to tamper with it this far down the road.

I'm trying to decide whether to do this or get more realistic hands & fingers.

I was inspired by this "walking on a curve" concept after reading in a 3d
magazine where some genius programmed people walking in "flocks": they ambled
through a crowd, avoiding neighbors while going on a basically circular, random
path.


Post a reply to this message

From: Rune
Subject: Re: Walking Along a Path WIP1
Date: 22 Oct 2001 14:29:14
Message: <3bd4657a@news.povray.org>
"Greg M. Johnson" wrote:
> I fear that my algo for foot placement is totally
> different from yours:  I have a system which will
> allow easy switches (different movement parameter
> files) between say walking, running, stair
> climbing. I don't want to tamper with it this far
> down the road.

You're right, the walk cycles need to be rewritten completely in order to
adapt them to my system. I will also have to do that with my own walk
cycles. I intent to do that, but I also have the advantage that I know the
technique well.

> I'm trying to decide whether to do this or get more
> realistic hands & fingers.

Go with whatever you feel like. That's what I always do anyway... :)

> I was inspired by this "walking on a curve" concept after
> reading in a 3d magazine where some genius programmed
> people walking in "flocks": they ambled through a crowd,
> avoiding neighbors while going on a basically circular,
> random path.

Hmm, I could do that I guess. I've done flying flocking algorithms before,
and it shouldn't be too difficult to adapt it to walking creatures. Not
right now, but once I get better control over this walking technique, I
might give it a shot. :)

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:    http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk


Post a reply to this message

From: Greg M  Johnson
Subject: Re: Walking Along a Path WIP1
Date: 22 Oct 2001 17:17:18
Message: <3BD48C8A.5718AB13@aol.com>
1) That WalkPath is a spiral; it seemed to me like your anim was of an
intersecting loop.

2) Regarding your help to TonyB's idea for a new blobmon.  On January
13, 2001, I posted an anim of a system I'll give away in a heartbeat.
 news://news.povray.org/3a6e4923%40news.povray.org

It has:
a) FK & IK capabilities for both hands & arms.
b) construction based on painstaking copying of coordinates from
anatomical skeletons
c) pose/walk-parameter-file   and   object-parameter-file  capability
built in.
d) body parts move via transforms thus allowing blobs or CSG or
whatever.

I showed off its mobility with a cocky, freaky looking anim and some of
the reactions were probably to its freakiness moreso than its technical
achievement.

Then only catch as written is that the user  have to declare a
headobject, forearmobject, etc. Good for versatility, a pain to model,
especially to the precise scale my system required.  Hence I set aside
this version.  I feel more "ownership" over my more recent creation,
which is less technically astounding, but has more personality to the
blob face I've spent so much time on: hence I'd readily give away this
technically advanced skeleton for your helping along TonyB's project....

Rune wrote:

> "Greg M. Johnson" wrote:
> > Okay, but first of all, you have a totally different
> > "path" in the code you posted THERE than in the anim
> > you posted HERE, yes?
>
> No, in fact they're exactly the same. By "path" I mean this:
>
> // The path to follow:
> #macro WalkPath (Time)
>    vrotate(Time*x,180*Time*y)
> #end


Post a reply to this message

From: Rune
Subject: Re: Walking Along a Path WIP1
Date: 22 Oct 2001 17:40:23
Message: <3bd49247@news.povray.org>
"Greg M. Johnson" wrote:
> 1) That WalkPath is a spiral; it seemed to me like
> your anim was of an intersecting loop.

Guess what happens if you draw a spiral from the outside towrds the center
and continues to draw after you've reached the center. In the middle of the
spiral you'll get an intersecting loop! (The Time value doesn't start at
zero, but from a negative value.) :)

> 2) Regarding your help to TonyB's idea for a new blobmon.
>    On January 13, 2001, I posted an anim of a system I'll
>    give away in a heartbeat.
>    news://news.povray.org/3a6e4923%40news.povray.org

I'll have a look at it, but if I use it it will probably be bits and bytes
here and there rather than the whole thing, as I have specific plans for the
system.

> It has:
> a) FK & IK capabilities for both hands & arms.

This could maybe be used as one of the alternative posing interfaces.

> b) construction based on painstaking copying of
>    coordinates from anatomical skeletons.

I'll have a good look at that!

> d) body parts move via transforms thus allowing blobs or
>    CSG or whatever.

Naturally that's how I've been working all the way too, as it's the only
method flexible enough. :)

> Then only catch as written is that the user have to
> declare a headobject, forearmobject, etc. Good for
> versatility, a pain to model

I may be able to come up with workarounds to this. Or at least tips and
tricks how to ease the modeling.

Thanks for your contribution.

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:    http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk


Post a reply to this message

From: Greg M  Johnson
Subject: Re: Walking Along a Path WIP1
Date: 23 Oct 2001 10:52:40
Message: <3BD583DC.1FC14068@aol.com>
Rune wrote:

> I'll have a look at it, but if I use it it will probably be bits and bytes
> here and there rather than the whole thing, as I have specific plans for the
> system.

See p.b.s-f.
The mime25 file is actually quite hideous.  (I only later realized that the
transforms could work WITHIN the blob.)...


Post a reply to this message

From: Reusser
Subject: Re: Walking Along a Path WIP1
Date: 23 Oct 2001 19:15:48
Message: <231020011810105072%reu1000@chorus.net>
In article <3bd09499@news.povray.org>, Rune wrote:

> But later on when I need more complex motion I'll probably use the cubic
> splines in POV-Ray 3.5 despite the limitations. I only hope that the bugs
> will soon be fixed.

I've been too busy with homework to really keep up on everything, so I
haven't heard all about the limitations of splines in 3.5, but I have a
question about how you would accomplish this.  How would you keep the
motion at a constant speed?  Splines generally do not have a constant
velocity vector along them.  Wouldn't a cubic spline make the walk/run
speed up and slow down?  Would the character go from a walk to a run as
it speeds up?

 - Rico


Post a reply to this message

From: Rune
Subject: Re: Walking Along a Path WIP1
Date: 24 Oct 2001 08:59:03
Message: <3bd6bb17@news.povray.org>
"Reusser" wrote:
> How would you keep the motion at a constant speed?
> Splines generally do not have a constant velocity
> vector along them.  Wouldn't a cubic spline make
> the walk/run speed up and slow down?

Since splines allows to adjust both control points and time values, it's
often possible to tweak a spline to be somewhat constant in speed.

However, when people walk they don't keep constant speed. Every time one
starts or stops walking or when turning in a curve the speed of the walk
changes. When one goes from walk to run or things like that the speed also
changes.

> Would the character go from a walk to a run as it
> speeds up?

Yes, that's the idea. Not implemented yet though, but I'm working on it.

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:    http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk


Post a reply to this message

From: John VanSickle
Subject: Re: Walking Along a Path WIP1
Date: 24 Oct 2001 16:40:47
Message: <3BD728FF.20917112@hotmail.com>
> I'm working on such techniques. The attached animation is a very early
> test. Never mind the crude model and the simplified walk motion. What
> matters right here is the basic functionality that makes the feet
> follow the spline and move them nicely from one position to another
> with no slippage.

The Greb, TC and Joe from my IRTC entries use a combination of
macros to accomplish walking.

The overall one takes two splines, a given time, an offset into the
spline, an upper and lower bound, the step length, the time needed to
make the step, the time to wait between steps, the up direction, and
the offset of the foot's place from the path, and from this generates
the location of the foot at any given time.

I use two splines, one for the direction the model is walking and the
other for the direction the model is facing as it walks, so that
models can walk sideways, backwards, and turn as they walk.

Simulating a human walk is much more ambitious...

Regards,
John
-- 
ICQ: 46085459


Post a reply to this message

From: Greg M  Johnson
Subject: Re: Walking Along a Path WIP1
Date: 24 Oct 2001 17:14:39
Message: <3BD72F08.BD1CF9EE@aol.com>
John VanSickle wrote:

> I use two splines, one for the direction the model is walking and the
> other for the direction the model is facing as it walks, so that
> models can walk sideways, backwards, and turn as they walk.

Could you please post the code for a typical walk path?  Everyone's own
walking figures will work differently, but I'm at the square one of how to
define a curve that is smooth in povray.  Also, are you able to determine
the path length between two points on your path?

I had my own run-ins with splines and heard about the 3.5 bugs so I have
have had this on the back shelf.


Post a reply to this message

From: Rune
Subject: Re: Walking Along a Path WIP1
Date: 25 Oct 2001 08:58:07
Message: <3bd80c5f@news.povray.org>
"John VanSickle" wrote:
> The overall one takes two splines, a given time,
> an offset into the spline, an upper and lower bound,
> the step length, the time needed to make the step,
> the time to wait between steps, the up direction,
> and the offset of the foot's place from the path,
> and from this generates the location of the foot at
> any given time.

Sounds very similar to my approach in several aspects.

Things that may differ:

Your method takes an offset into the spline - with my macro this is a
property of the spline, i.e. for a given time value a given point is
returned.

Your method takes a step length - with mine the step length is variable, and
gets longer at higher speeds. Of course you can specify the time/length
relation, but it will always adjust to the speed of the spline. How does
your method work with regard to variable speed walking?

> I use two splines, one for the direction the model is
> walking and the other for the direction the model is
> facing as it walks, so that models can walk sideways,
> backwards, and turn as they walk.

That's funny, I've been planning to do exactly the same!

> Simulating a human walk is much more ambitious...

Well, I'm aiming for a general solution that can be used for practically any
walking thing, from humans to animals to weird robots...

I'd be interested in hearing more details about your approach! :)

Rune
--
3D images and anims, include files, tutorials and more:
Rune's World:    http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users:   http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk


Post a reply to this message

From: John VanSickle
Subject: Re: Walking Along a Path WIP1
Date: 27 Oct 2001 07:32:28
Message: <3BDA9D06.CBFACD1B@hotmail.com>
Rune wrote:
> 
> Sounds very similar to my approach in several aspects.
> 
> Things that may differ:
> 
> Your method takes an offset into the spline - with my macro this is a
> property of the spline, i.e. for a given time value a given point is
> returned.

Sometimes the walk starts from a position where the feet are all
regularly arranged, but during the walk the arrangement is not regular.
For example, TC has five feet.  To make them move right, the first one
to move moves only a little bit on its first step.  The next one takes
a larger step, and so on, until the fifth foot (and all subsequent
steps) are full sized steps.  At the end of the walk the process is
reversed, so that all five feet come to rest in a regular arrangement.

> Your method takes a step length - with mine the step length is
> variable, and gets longer at higher speeds. Of course you can specify
> the time/length relation, but it will always adjust to the speed of
> the spline. How does your method work with regard to variable speed
> walking?

The step length actually refers to the difference between two indices
into the spline.  The spline can be one with a fairly consistent
velocity throughout, or variable.  The actual size of the steps taken
varies according to this.  For the splines I'm using now the speed
at any given point is about 1.

> > I use two splines, one for the direction the model is
> > walking and the other for the direction the model is
> > facing as it walks, so that models can walk sideways,
> > backwards, and turn as they walk.
> 
> That's funny, I've been planning to do exactly the same!

It appears to be the easiest way to solve the problem.

> > Simulating a human walk is much more ambitious...
> 
> Well, I'm aiming for a general solution that can be used for
> practically any walking thing, from humans to animals to weird
> robots...
> 
> I'd be interested in hearing more details about your approach! :)

I guess I ought to release the code, once I get it idiot-proof enough
for public viewing.  I might see if I can make the walk macro use
the splines that Chris put out, so that there would be less confusion.

Regards,
John
-- 
Rusty is rendering!


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.