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19 Jul 2024 13:25:10 EDT (-0400)
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From: Greg M  Johnson
Subject: Re: Charicture animation demo (456k)
Date: 14 Apr 2003 09:59:32
Message: <3e9abec4$1@news.povray.org>
My code has two parts:

1) an "object" which is a zillion blob components,  each component of which
has a  transform{headtrans}, transform{femurtrans}, etc. associated with it.

2) a system where you can input things like splines for the clock/rotations
of head,  clock/positions of the wrists and feet (IK).

Ultimately, I'm thinking that the system could be changed such that one
could model in other programs, and then export 18 objects (head, neck,
ribcage,humerus, forearm,etc....) into povray.  Then if you were to type in
the 18 coordinates of the rotation centers for these 18 objects,  boom,
you've got a character than can do everything my blob character can do,
**even** if it's not got the same size or proportions.

I know Rune mentioned that he was working on a universal system, too, but I
haven't heard much on it.  Don't know if he were striving for the same, or a
"better" universality....

I was working on a HamaPatch-derived test of this system when:
 i)  I got inpsired to actually try an IRTC anim this round, and
 ii) I remembered just how terribly my patch modelling skills suck.


"Kitsune_e" <kit### [at] hotmailcom> wrote in message
news:web.3e99d98ec35c5c11e99dba90@news.povray.org...
> Remco de Korte wrote:
> >Looks nice but it's a bit hard to see the movement from that far and the
> >second half of the animation mister Clawz just sits there :)
> >
> >BTW, what do you mean with noone else trying this kind of thing? Are you
> >referring to the size of the hands? Or character animation in general.
> >In that case you should look at the stuff Greg has been posting here
> >regularly.
> >It doesn't quite have the Japanese cartoon look to it, but it's very
> >sophisticated (and pure POV I believe).
> >
> >Cheers!
> >
> >Remco
> >
>
> If you are referring to the blob men then yes, I have seen them.  I have
> been seeing the blob people for some time, and they are just getting to a
> really usable state.  But the amount of time required to create such a
> character is much too high.  The what to which I am referring is polygon
> mesh animation.  polygon mesh animation is afaik the primary tool used in
> most CG production houses today.  with subdivision modelling anyone can
> quickly prototype animate and render a creature which few could even make
> in native povray sdl.  I can understand peoples reluctance to use outside
> modellers with Povray, I feel the same way myself, but these type of
> results can only be achived with a polygon based model.
>
> about the camera work- I did all those things for specific reasons.  First
> the distance frome the character: I tried getting closer, but those dang
> claws kept hitting the camera.  Also the distance from the figure covers
> some of my mistakes.  The ending is just an orbit to show off the fully
> deformed character.  I was concidering making the camera spiral inward,
but
> this seemed just to focus in on the wierd spots in the mesh.  I am working
> on his head now, maybe when I finish I will do a better animation.
>


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From: Kitsune e
Subject: Re: Charicture animation demo (456k)
Date: 14 Apr 2003 22:40:03
Message: <web.3e9b6fa4c35c5c1123d719120@news.povray.org>
Greg M. Johnson wrote:
>My code has two parts:
>
>1) an "object" which is a zillion blob components,  each component of which
>has a  transform{headtrans}, transform{femurtrans}, etc. associated with it.
>
>2) a system where you can input things like splines for the clock/rotations
>of head,  clock/positions of the wrists and feet (IK).

Hello!

Yes, the blobs and inverse kinimatics are impressive!  I am amazed by what
has been accomplished so far with those techniques.  Unfortunatly blobs are
slow and hard to model with when used in any large number.  And the IK that
is being developed right now is only really usefull with blobs.  Otherwise
you end up with odd mechanical looking joints.  Not very good for modelling
organic things.  If someone could build an IK that worked with patches or
meshes then it would be a different story, but this would be very
difficult.

I know that the Povray community will fight me tooth and nail on the subject
of using an outside utility.  I also can understand why: SDL is so powerful
and versatile that you can do just about anything with it!  It is a matter
of pride to be able to sit down and create an entire scene with just code.
Pride both in oneself, and in Povray.  SDL is what makes Povray different
from other renderers.  But I am afraid that at least for the time being
outside programmes are the only option for creating good character
animations in any reasonable amount of time.

In professional CG artest will use the best features from many different
programs to create their worlds.  I (obviously) would advocate a similar
tactic for Pov'ers.  Use the best you have availible, and show what Povray
can really do!

Bukimi, Kitsune_e: "A community collage student with delusions of becoming a
a proffessional artist/animator..."


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From: Remco de Korte
Subject: Re: Charicture animation demo (456k)
Date: 15 Apr 2003 09:35:38
Message: <3E9C0A93.210DE4F2@onwijs.com>
Kitsune_e wrote:
> 
> Greg M. Johnson wrote:
> >My code has two parts:
> >
> >1) an "object" which is a zillion blob components,  each component of which
> >has a  transform{headtrans}, transform{femurtrans}, etc. associated with it.
> >
> >2) a system where you can input things like splines for the clock/rotations
> >of head,  clock/positions of the wrists and feet (IK).
> 
> Hello!
> 
> Yes, the blobs and inverse kinimatics are impressive!  I am amazed by what
> has been accomplished so far with those techniques.  Unfortunatly blobs are
> slow and hard to model with when used in any large number.  And the IK that
> is being developed right now is only really usefull with blobs.  Otherwise
> you end up with odd mechanical looking joints.  Not very good for modelling
> organic things.  If someone could build an IK that worked with patches or
> meshes then it would be a different story, but this would be very
> difficult.
> 
> I know that the Povray community will fight me tooth and nail on the subject
> of using an outside utility.  I also can understand why: SDL is so powerful
> and versatile that you can do just about anything with it!  It is a matter
> of pride to be able to sit down and create an entire scene with just code.
> Pride both in oneself, and in Povray.  SDL is what makes Povray different
> from other renderers.  But I am afraid that at least for the time being
> outside programmes are the only option for creating good character
> animations in any reasonable amount of time.
> 
> In professional CG artest will use the best features from many different
> programs to create their worlds.  I (obviously) would advocate a similar
> tactic for Pov'ers.  Use the best you have availible, and show what Povray
> can really do!
> 
> Bukimi, Kitsune_e: "A community collage student with delusions of becoming a
> a proffessional artist/animator..."

You are of course absolutely right that for professional purposes using
only POV isn't the most efficient option. The process you describe
doesn't seem like a breeze either (handtweaking every frame?). You may
wonder if, in that perspective, POV is a good choice per se. On the
other hand, it is also a matter of what type of characters you want to
animate, personal skills and what you feel most at ease with. Obviously
you are very good with modellers. I have tried a couple of them and
never got any decent result. I never put real time into it either so
that isn't a fault in the modeller, it's in me.
Please don't think I'm just seeking points to disagree with you for
arguments sake. I just think this is an interesting topic to discuss.
I would very much like to see how continue with this animation and how
you overcome the problems you encounter. As Greg I have been making
character animations using blobs and such, resulting in some very simple
character animations and aimed at a cartoonish (non anime) style. A nice
example of pure-POV character animation is Rune's Al the Alien. I'd also
like to see what POV can do with outside modellers.

CheerS!

Remco


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From: Kitsune e
Subject: Re: Charicture animation demo (456k)
Date: 15 Apr 2003 11:35:14
Message: <web.3e9c25cfc35c5c1116ecd19d0@news.povray.org>
That is the spirit!  I was just making some suggestions to get people
thinking.  So that maybe they will ask themselves what would be the best
tool for the job... before creating their models out of CSG.

Remco de Korte wrote:
> A nice
>example of pure-POV character animation is Rune's Al the Alien. I'd also
>like to see what POV can do with outside modellers.
>
>CheerS!
>
>Remco
>

Yeah Al the alien is amazing, already much better then the stuff I have done
so far.  Rune's stuff is a perfect example of how you could do almost
anything with Povray's SDL.


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