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First draft
Post a reply to this message
Attachments:
Download 'alldance0201.mpg' (351 KB)
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He dances like me!
Needs a little work ;)
--
Tek
www.evilsuperbrain.com
"Greg M. Johnson" <gregj;-)565### [at] aolcom> wrote in message
news:4081ec4a@news.povray.org...
> First draft
>
>
>
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Greg M. Johnson wrote:
> First draft
>
>
Interesting first draft. Could you relate what comprises your actual
workflow for achieving this? For those of us less familiar with
animation the technical issues and accomplishments are less apparent.
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Jim Charter <jrc### [at] msncom> wrote:
> >
> >
> Interesting first draft. Could you relate what comprises your actual
> workflow for achieving this? For those of us less familiar with
> animation the technical issues and accomplishments are less apparent.
Well, here's the quick version.
1) New IRTC topic.
2) Can I come up with a new bell & whistle or special effect-- in this case
a new motion file for my existing characters-- that will enable telling a
story along the lines of the new topic?
3) Tinker with the capability of the system-- here being trying to get a
motion file that made a really cool (IMNSHO ) walk cycle to also do a
"dance cycle" without destroying the original capability.
4) When there's a draft that is either wildly impressive or funny, post it
to p.b.a.
Here's a long version.
I've got a system set up so that I can use "motion" files and "character"
files interchangeably. The character file could be CSG, a blob, or a mesh:
the joints are rotated by transforms created in the motion file. It was a
lot of work to get a system to this state. So now I can just make a few
changes to the feet and turn a cool walk cycle into a lame dance cycle. (Ah
well, this wasn't actually longer...)
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gregjohn wrote:
> Here's a long version.
> I've got a system set up so that I can use "motion" files and "character"
> files interchangeably. The character file could be CSG, a blob, or a mesh:
> the joints are rotated by transforms created in the motion file. It was a
> lot of work to get a system to this state.
I can imagine. Do you use some form of "bones" to intermediate between
the character definition and the motion definition?
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Jim Charter <jrc### [at] msncom> wrote:
>
> I can imagine. Do you use some form of "bones" to
> intermediate between the character definition and
> the motion definition?
>
Sort of. In povray, we're forced to (get to) use transforms. You may then
"transform" a point used in the computation of a spline mesh, transform a
cylinder in CSG, or transform a component of a blob.
Here are some snippets from the most basic version which I released several
years ago:
#declare rforearmobj=cylinder{0,rwristpt-relbowpt,1}
....
#declare rforearmtrans=transform{rotate relbowang translate
relbowpt-rshouldpvt transform{rhumerustrans}}
....
object{rforearmobj transform{rforearmtrans}}
http://news.povray.org/povray.binaries.scene-files/attachment/%3C3bd4d693%40news.povray.org%3E/mime13.pov.txt
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