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From: Equiprawn
Subject: Moray's Inverse Kinematics Testing (3 JPGs)
Date: 6 Apr 1999 21:36:47
Message: <370aa89f.0@news.povray.org>
Hi,

I decided today that I would learn how to use Moray's new Inverse Kinematics
feature. I have modeled a very rough human that moves pretty realisticly.
The hardest part wasn't working out how Moray's IK implementation works, but
deciding which elements of the model should be joints and how they should
all be allowed to move. The first two pictures are of the exact sam scene
(just a different camera angle). I used Photoshop to make the white glow
from the brightly lit objects, to blur some bad radiosity sampling, and to
make some small cosmetic changes to the sky colour. The second image is a
statue of Atlas. Here Photoshop was just used to rescale the image and blur
some more patchy radiosity. Nothing particularly amazing about either of the
scenes, but keep in mind the fact that instead of having to place each body
part seperatly for each person, I just had to drag the lims to where I
wanted them - so it only took two minutes to pose them.

Equiprawn


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Attachments:
Download 'Person 2 Original Camera edit.JPG' (63 KB) Download 'Person2 across pool edit.JPG' (41 KB) Download 'Atlas Edit.JPG' (8 KB)

Preview of image 'Person 2 Original Camera edit.JPG'
Person 2 Original Camera edit.JPG

Preview of image 'Person2 across pool edit.JPG'
Person2 across pool edit.JPG

Preview of image 'Atlas Edit.JPG'
Atlas Edit.JPG


 

From: Simon de Vet
Subject: Re: Moray's Inverse Kinematics Testing (3 JPGs)
Date: 6 Apr 1999 22:20:14
Message: <370AB2D0.AAC928AF@istar.ca>
Equiprawn wrote:

> Hi,
>
> I decided today that I would learn how to use Moray's new Inverse Kinematics
> feature. I have modeled a very rough human that moves pretty realisticly.
> The hardest part wasn't working out how Moray's IK implementation works, but
> deciding which elements of the model should be joints and how they should
> all be allowed to move.

Any chance you could post this model in the Moray.binaries group? Would be a
great non textual tutorial, and fin to play with, too :)


Post a reply to this message

From: Bob Hughes
Subject: Re: Moray's Inverse Kinematics Testing (3 JPGs)
Date: 6 Apr 1999 22:43:52
Message: <370AB838.FC79DBF1@aol.com>
Sounds as impressive as it looks. I like the glow effect despite it
being post-processing. Wonder if that "glow" ability in the recently
mentioned POVAFX custom compile of POV-Ray 2.2 could be applicable to
objects as well as lights. That would make for a great feature.

POVAFX:

 http://www.geocities.com/TimesSquare/2143/povafx10.html


Equiprawn wrote:
> 
> Hi,
> 
> I decided today that I would learn how to use Moray's new Inverse Kinematics
> feature. I have modeled a very rough human that moves pretty realisticly.
> The hardest part wasn't working out how Moray's IK implementation works, but
> deciding which elements of the model should be joints and how they should
> all be allowed to move. The first two pictures are of the exact sam scene
> (just a different camera angle). I used Photoshop to make the white glow
> from the brightly lit objects, to blur some bad radiosity sampling, and to
> make some small cosmetic changes to the sky colour. The second image is a
> statue of Atlas. Here Photoshop was just used to rescale the image and blur
> some more patchy radiosity. Nothing particularly amazing about either of the
> scenes, but keep in mind the fact that instead of having to place each body
> part seperatly for each person, I just had to drag the lims to where I
> wanted them - so it only took two minutes to pose them.
> 
> Equiprawn
> 
>  [Image]
> 
>  [Image]
> 
>  [Image]

-- 
 omniVERSE: beyond the universe
  http://members.aol.com/inversez/homepage.htm
 mailto:inv### [at] aolcom?Subject=PoV-News


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From: Anthony Bennett
Subject: Re: Moray's Inverse Kinematics Testing (3 JPGs)
Date: 6 Apr 1999 23:12:51
Message: <370A9C2C.FDEB193A@panama.phoenix.net>
> Sounds as impressive as it looks. I like the glow effect despite it
> being post-processing. Wonder if that "glow" ability in the recently
> mentioned POVAFX custom compile of POV-Ray 2.2 could be applicable to
> objects as well as lights. That would make for a great feature.

I must be able to do it. Remember that lights can have a looks_like. You could
probably play with it like that. I haven't heard much comment on AFX. I wonder
why?


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From: Andrew Cocker
Subject: Re: Moray's Inverse Kinematics Testing (3 JPGs)
Date: 6 Apr 1999 23:45:23
Message: <370ac6c3.0@news.povray.org>
A while ago I posted in povray.general that I would love to see POV include
image-processing capabilities built in, so that the beautiful glow on the white
objects in
your image could be similarly applied on an object-by-object basis during rendering.
Surely this could be easily implemented, adding little to rendering times.

Congrats on mastering IK. I rarely even start Moray up these days, preferring to
hand-code.

all the best,

----------------------
Andy
------------------------------------------------------------------------------------------
-
--The Home Of Lunaland--
--visit my POV-Ray gallery--
--listen to my music--
www.acocker.freeserve.co.uk


Equiprawn <equiprawn at tinet dot ie> wrote in message
news:370aa89f.0@news.povray.org...
> Hi,
>
> I decided today that I would learn how to use Moray's new Inverse Kinematics
> feature. I have modeled a very rough human that moves pretty realisticly.
> The hardest part wasn't working out how Moray's IK implementation works, but
> deciding which elements of the model should be joints and how they should
> all be allowed to move. The first two pictures are of the exact sam scene
> (just a different camera angle). I used Photoshop to make the white glow
> from the brightly lit objects, to blur some bad radiosity sampling, and to
> make some small cosmetic changes to the sky colour. The second image is a
> statue of Atlas. Here Photoshop was just used to rescale the image and blur
> some more patchy radiosity. Nothing particularly amazing about either of the
> scenes, but keep in mind the fact that instead of having to place each body
> part seperatly for each person, I just had to drag the lims to where I
> wanted them - so it only took two minutes to pose them.
>
> Equiprawn
>
>
>
>
>


Post a reply to this message

From: Nathan Kopp
Subject: Re: Moray's Inverse Kinematics Testing (3 JPGs)
Date: 7 Apr 1999 01:35:05
Message: <370ADF91.327CFFC1@Kopp.com>
Nice use of radiosity, and a GREAT water texture!  (nice IK people, too).
I'd love it if you could post the source for your water.

-Nathan


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From: Ph Gibone
Subject: Re: Moray's Inverse Kinematics Testing (3 JPGs)
Date: 7 Apr 1999 04:35:03
Message: <370b0aa7.0@news.povray.org>
How about making a plugin with your human ?

Philippe

>Hi,
>
>I decided today that I would learn how to use Moray's new Inverse
Kinematics
>feature. I have modeled a very rough human that moves pretty realisticly.
>The hardest part wasn't working out how Moray's IK implementation works,
but
>deciding which elements of the model should be joints and how they should
>all be allowed to move. The first two pictures are of the exact sam scene
>(just a different camera angle). I used Photoshop to make the white glow
>from the brightly lit objects, to blur some bad radiosity sampling, and to
>make some small cosmetic changes to the sky colour. The second image is a
>statue of Atlas. Here Photoshop was just used to rescale the image and blur
>some more patchy radiosity. Nothing particularly amazing about either of
the
>scenes, but keep in mind the fact that instead of having to place each body
>part seperatly for each person, I just had to drag the lims to where I
>wanted them - so it only took two minutes to pose them.
>
>Equiprawn
>
>
>
>
>


Post a reply to this message

From: Ph Gibone
Subject: Re: Moray's Inverse Kinematics Testing (3 JPGs)
Date: 7 Apr 1999 04:41:13
Message: <370b0c19.0@news.povray.org>
Go Go Go



>Any chance you could post this model in the Moray.binaries group? Would be
a
>great non textual tutorial, and fin to play with, too :)
>


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From: Johannes Hubert
Subject: Re: Moray's Inverse Kinematics Testing (3 JPGs)
Date: 7 Apr 1999 10:44:35
Message: <370b6143.0@news.povray.org>
I too would like to get my hands on the MDL for your puppet:

To learn more about IK, but also to mate it with Alexander's animation
plugin and create some hopping, running and jumping puppets.
That could give a whole new dimension to Mick's "Jumping the Moon" :-)

Johannes.

Simon de Vet wrote in message <370AB2D0.AAC928AF@istar.ca>...
>
>
>Equiprawn wrote:
>
>> Hi,
>>
>> I decided today that I would learn how to use Moray's new Inverse
Kinematics
>> feature. I have modeled a very rough human that moves pretty realisticly.
>> The hardest part wasn't working out how Moray's IK implementation works,
but
>> deciding which elements of the model should be joints and how they should
>> all be allowed to move.
>
>Any chance you could post this model in the Moray.binaries group? Would be
a
>great non textual tutorial, and fin to play with, too :)
>


Post a reply to this message

From: Equiprawn
Subject: Re: Moray's Inverse Kinematics Testing (3 JPGs)
Date: 7 Apr 1999 14:05:27
Message: <370b9057.0@news.povray.org>
Hi,

I have now posted the person model file to the moray.win news group,
complete with a text tutorial and a step by step example. Hope it helps,

Equiprawn


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