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Woah that's a lot of code!! I'll take a look at it once I'm a bit further along,
but I don't need full IK maths just yet.
I'm very keen to keep my system extremely simple, even at the cost of
versatility. I've seen a few animation systems before (my day job is in computer
games) and they're always huge and complex. I guess I'm just clinging onto this
naive belief that nature (i.e. natural movement) is based on simplicity, and
that a good representation of it should reflect that simplicity.
Not that I'm trying to criticise your work, you're obviously way ahead of me in
terms of animation quality :)
--
Tek
www.evilsuperbrain.com
"gregjohn" <pte### [at] yahoo com> wrote in message
news:web.40c90f4d70c2b1b43a5fb9ba0@news.povray.org...
> Tek, consider:
>
>
http://news.povray.org/povray.binaries.scene-files/thread/%3C3bd4d693%40news.povray.org%3E/?ttop=193121&toff=350
>
> (apologies for the hideous URL syntax)
>
> But it's the basic concepts for my MIME Man system. I've been thinking
> about "releasing" something close to the latest version, but actually I
> think what I shared a few years ago would get you over your immediate next
> hump.
>
> Happy tracing.
>
> Greg M. Johnson
>
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"Tek" <tek### [at] evilsuperbrain com> wrote:
> Woah that's a lot of code!!
> ...
> I've seen a few animation systems before (my day job is in
> computer games) and they're always huge and complex. I
> guess I'm just clinging onto this naive belief that nature
> (i.e. natural movement) is based on simplicity, and
> that a good representation of it should reflect that
> simplicity.
>
'sokay.
I'd just say that the user interface can be simplified by stowing away all
the complicated stuff in boxes in the basement. That is, #include files.
Greg M. Johnson
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> So, what I'd like is suggestions on where to go from here.
To animate a human model, Ive used a series or macros thus.
A macro that produces a Hand with its base at <0,0,0>, and accepts a vector
parameter that is the rotation for the hand.
Then a macro for a Forarm with its base at <0,0,0>. It accepts two
vectors, one for forearm rotation and one for hand rotation, the hand macro
is called with the hand rotation parameter, them the hand is translated to
the end of the forearm in a union which it then rotated using the forearm
rotation parameter.
Then a macro for Arm, that creates an upper arm with its base on <0,0,0>.
It accepts three vector parameters, one for shoulder rotation, one for
Forarm Rotation and one for Hand rotation. It calls the Forarm macro,
translates that to the end of the upper arm and rotates the whole by the
shoulder vector.
An so on for arms legs tail etc...
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