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Did some tweaking with a way to get non-linear movement. I'd had one
before, but when I actually plotted the curve, it was embarassing how
little deviation from linearity there was.
Now I've got it set up, perhaps too strongly, with a cos()^n, n<1 function.
A buggy version of this code is release in my recent p.g. posting.
So the point is to see to what extent the movement in the raising of the
hand is like that of a real human, not that it's thematically releveant
that a guy would be doing that.
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Attachments:
Download 'file04.mpg' (146 KB)
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"Greg M. Johnson" <p t e r a n d o n @
thecommononethatstartswithY.com> wrote in message
news:437563c5@news.povray.org
> Did some tweaking with a way to get non-linear movement. I'd had
> one before, but when I actually plotted the curve, it was
> embarassing how little deviation from linearity there was.
>
> Now I've got it set up, perhaps too strongly, with a cos()^n, n<1
> function. A buggy version of this code is release in my recent p.g.
> posting.
>
> So the point is to see to what extent the movement in the raising
> of the hand is like that of a real human,
Doesn't look quite right to me. Have you tried something like
cos(x)*e^(-kx) which would represent a standard mass/spring/damper system?
To a first approximation, that's how our muscles work.
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Greg M. Johnson wrote:
> Did some tweaking with a way to get non-linear movement. I'd had one
> before, but when I actually plotted the curve, it was embarassing how
> little deviation from linearity there was.
>
> Now I've got it set up, perhaps too strongly, with a cos()^n, n<1 function.
> A buggy version of this code is release in my recent p.g. posting.
>
> So the point is to see to what extent the movement in the raising of the
> hand is like that of a real human, not that it's thematically releveant
> that a guy would be doing that.
I have this macro that I use in every animation:
#macro Transition(Start,End,Swerve,Phase)
#local tP=min(1,max(0,Phase))*pi;
#local aL=(1-cos(tP))/2;
#local aS=(1-cos(tP*2))/2;
( (Start)+(End-Start)*aL + (Swerve)*aS )
#end
This is quite good for most applications. Start and End are
self-explanatory. Swerve allows movement to the side at the mid-point
of the motion. Phase controls the timine of the motion, so for
animations you should put a clock-based value in here.
Hope this helps,
John
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I cannot post an empty message.
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Attachments:
Download 'file063.mpg' (202 KB)
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His movements look kind of like a white rapper. Maybe you could add
some music and agressive lyrics? ;-)
Kyle
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