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Here I've tried to use my walking system to animate a spider. I've tried to
get that look and feel of a real spider. Instead of just lifting off every
second leg on the same time I've made small "waves" come down through the
legs by first lifting the front right leg, then the second left, then the
third right, then the fourth left and then the same for the other four legs.
I had to create my own inverse kinematics 3-limb macro that finds two
"knees" per leg rather than just one. The only way I could think of doing
that was by estimation, found by using a loop to "guess" the values
repeatedly until it's close enough.
I've been working a lot on my walking system, practically rewriting it from
scratch, which has paid off in the form of added flexibility. It's still
based on the same basic method as the code I posted in
povray.binaries.scene-files, yet with a somewhat different approach. I had
been thinking about this: What happens when you begin to walk twice as fast?
Do you take twice as long steps or do you just take each step in half the
time? Fact is that it's a combination, and my system takes that into account
when calculating where to put the feet.
My code analyses the walk path and takes lots of samples of various kinds
along it. Then it interpolates between the samples and find out which places
to place which feet at which times. The parsing takes a little while, so all
the data is saved to a file (in the form of double-nested arrays and other
things) and is then just included for the rest of the frames in the
animation.
Well, enough details, have a look at the result so far and let me know what
you think! :)
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 'spider.mpg' (193 KB)
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Coooool :-)
Are you planning to release a full IK walk include? || 8-0
--
//Mahalis
camera{location<0,0.25,-2> look_at 0.5*y} #declare T=texture{pigment{crackle
scale 0.5 rotate 90 turbulence 0.75 color_map{[0 rgb 1][0.05 rgb 1][0.1
rgb<1,0.25,1>][0.25 rgbf 1][1 rgbf 1]}} finish{ambient 1}} #declare
c=difference{torus{0.5,0.1 rotate -90*x}box{<0.7,0,0.2>,<-0.7,-0.7,-0.2>}}
merge{object{c translate<0.5,0.5,0>} object{c translate<-0.5,0.5,0>}
cylinder{<1,0.5,0>,<1,0,0>,0.1} cylinder{<-1,0.5,0>,<-1,0,0>,0.1}
cylinder{0.5*y,0,0.1} texture{T}}
--
"Rune" <run### [at] mobilixnetdk> wrote in message
news:3be34edf@news.povray.org...
> Here I've tried to use my walking system to animate a spider. I've tried
to
> get that look and feel of a real spider. Instead of just lifting off every
> second leg on the same time I've made small "waves" come down through the
> legs by first lifting the front right leg, then the second left, then the
> third right, then the fourth left and then the same for the other four
legs.
>
> I had to create my own inverse kinematics 3-limb macro that finds two
> "knees" per leg rather than just one. The only way I could think of doing
> that was by estimation, found by using a loop to "guess" the values
> repeatedly until it's close enough.
>
> I've been working a lot on my walking system, practically rewriting it
from
> scratch, which has paid off in the form of added flexibility. It's still
> based on the same basic method as the code I posted in
> povray.binaries.scene-files, yet with a somewhat different approach. I had
> been thinking about this: What happens when you begin to walk twice as
fast?
> Do you take twice as long steps or do you just take each step in half the
> time? Fact is that it's a combination, and my system takes that into
account
> when calculating where to put the feet.
>
> My code analyses the walk path and takes lots of samples of various kinds
> along it. Then it interpolates between the samples and find out which
places
> to place which feet at which times. The parsing takes a little while, so
all
> the data is saved to a file (in the form of double-nested arrays and other
> things) and is then just included for the rest of the frames in the
> animation.
>
> Well, enough details, have a look at the result so far and let me know
what
> you think! :)
>
> 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
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Creepy!
Looks good, with so many legs it's hard to watch if one slips up.
Perhaps you did that on purpose ;)
-tgq
"Rune" <run### [at] mobilixnetdk> wrote in message
news:3be34edf@news.povray.org...
> Here I've tried to use my walking system to animate a spider. I've tried
to
> get that look and feel of a real spider. Instead of just lifting off every
> second leg on the same time I've made small "waves" come down through the
> legs by first lifting the front right leg, then the second left, then the
> third right, then the fourth left and then the same for the other four
legs.
>
> I had to create my own inverse kinematics 3-limb macro that finds two
> "knees" per leg rather than just one. The only way I could think of doing
> that was by estimation, found by using a loop to "guess" the values
> repeatedly until it's close enough.
>
> I've been working a lot on my walking system, practically rewriting it
from
> scratch, which has paid off in the form of added flexibility. It's still
> based on the same basic method as the code I posted in
> povray.binaries.scene-files, yet with a somewhat different approach. I had
> been thinking about this: What happens when you begin to walk twice as
fast?
> Do you take twice as long steps or do you just take each step in half the
> time? Fact is that it's a combination, and my system takes that into
account
> when calculating where to put the feet.
>
> My code analyses the walk path and takes lots of samples of various kinds
> along it. Then it interpolates between the samples and find out which
places
> to place which feet at which times. The parsing takes a little while, so
all
> the data is saved to a file (in the form of double-nested arrays and other
> things) and is then just included for the rest of the frames in the
> animation.
>
> Well, enough details, have a look at the result so far and let me know
what
> you think! :)
>
> 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
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"Trevor Quayle" wrote:
> Creepy!
Good. :)
> Looks good, with so many legs it's hard to watch
> if one slips up. Perhaps you did that on purpose ;)
No, they don't slip up... I made this one to demonstrate to others as well
as to myself that the method works fine for things with many legs such as
spiders or bugs. :)
I'll post things with fewer legs at some other time, with more advanced
walk/run cycles.
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
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"Mahalis" wrote:
> Coooool :-)
Thank you! :)
> Are you planning to release a full IK walk include? || 8-0
No. There'd be too many problems with that at the moment...
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
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Very nice! The only thing I would comment is that it looks a bit "hoppy",
like the body bobs up and down, instead of rotating or whatever it is that
it does. I'm very impressed with all these things you manage to get POV to
do. I wish I knew more about math and such...
Post a reply to this message
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That's very very realistic. It actually gave me that creepy feeling I get
when I look at big spiders and stuff like that.
- Slime
[ http://www.slimeland.com/ ]
[ http://www.slimeland.com/images/ ]
"Rune" <run### [at] mobilixnetdk> wrote in message
news:3be34edf@news.povray.org...
> Here I've tried to use my walking system to animate a spider. I've tried
to
> get that look and feel of a real spider. Instead of just lifting off every
> second leg on the same time I've made small "waves" come down through the
> legs by first lifting the front right leg, then the second left, then the
> third right, then the fourth left and then the same for the other four
legs.
>
> I had to create my own inverse kinematics 3-limb macro that finds two
> "knees" per leg rather than just one. The only way I could think of doing
> that was by estimation, found by using a loop to "guess" the values
> repeatedly until it's close enough.
>
> I've been working a lot on my walking system, practically rewriting it
from
> scratch, which has paid off in the form of added flexibility. It's still
> based on the same basic method as the code I posted in
> povray.binaries.scene-files, yet with a somewhat different approach. I had
> been thinking about this: What happens when you begin to walk twice as
fast?
> Do you take twice as long steps or do you just take each step in half the
> time? Fact is that it's a combination, and my system takes that into
account
> when calculating where to put the feet.
>
> My code analyses the walk path and takes lots of samples of various kinds
> along it. Then it interpolates between the samples and find out which
places
> to place which feet at which times. The parsing takes a little while, so
all
> the data is saved to a file (in the form of double-nested arrays and other
> things) and is then just included for the rest of the frames in the
> animation.
>
> Well, enough details, have a look at the result so far and let me know
what
> you think! :)
>
> 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
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"Rune" <run### [at] mobilixnetdk> wrote in message
news:3be34edf@news.povray.org...
> Here I've tried to use my walking system to animate a spider. I've tried to
> get that look and feel of a real spider. Instead of just lifting off every
> second leg on the same time I've made small "waves" come down through the
> legs by first lifting the front right leg, then the second left, then the
> third right, then the fourth left and then the same for the other four legs.
>
> I had to create my own inverse kinematics 3-limb macro that finds two
> "knees" per leg rather than just one. The only way I could think of doing
> that was by estimation, found by using a loop to "guess" the values
> repeatedly until it's close enough.
>
> I've been working a lot on my walking system, practically rewriting it from
> scratch, which has paid off in the form of added flexibility. It's still
> based on the same basic method as the code I posted in
> povray.binaries.scene-files, yet with a somewhat different approach. I had
> been thinking about this: What happens when you begin to walk twice as fast?
> Do you take twice as long steps or do you just take each step in half the
> time? Fact is that it's a combination, and my system takes that into account
> when calculating where to put the feet.
>
> My code analyses the walk path and takes lots of samples of various kinds
> along it. Then it interpolates between the samples and find out which places
> to place which feet at which times. The parsing takes a little while, so all
> the data is saved to a file (in the form of double-nested arrays and other
> things) and is then just included for the rest of the frames in the
> animation.
>
Wow!
- Nekar
---
Outgoing mail is certified Virus Free.
Checked by AVG anti-virus system (http://www.grisoft.com).
Version: 6.0.286 / Virus Database: 152 - Release Date: 2001/10/09
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in news:3be34edf@news.povray.org Rune wrote:
> Here I've tried to use my walking system to animate a spider.
This look very good Rune. There is something a bit unnatural in it,
can't put my finger on it though. Maybe it's the unsmooth body movement
Tony mentioned.
Ingo
--
Photography: http://members.home.nl/ingoogni/
Pov-Ray : http://members.home.nl/seed7/
Post a reply to this message
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I think that spiders do not hop their bodies up and down when they walk,
but the body advance smoothly like a spaceship while the legs do their
work.
Try making it so that the body doesn't move up and down at all to see how
it looks like.
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
Post a reply to this message
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