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Just a little part of something I'm working on.
I'm not quite satisfied with the thumb, must work on that.
Comments appreciated.
Greetings,
Rune
---
Updated March 15: http://rsj.mobilixnet.dk
Containing 3D images, stereograms, tutorials,
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Attachments:
Download 'Hands.jpg' (12 KB)
Preview of image 'Hands.jpg'

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Superb.
Blobs?
Rune wrote:
> Just a little part of something I'm working on.
>
> I'm not quite satisfied with the thumb, must work on that.
>
> Comments appreciated.
>
> Greetings,
>
> Rune
>
> ---
> Updated March 15: http://rsj.mobilixnet.dk
> Containing 3D images, stereograms, tutorials,
> The POV Desktop Theme, 350+ raytracing jokes,
> miscellaneous other things, and a lot of fun!
>
> [Image]
Post a reply to this message
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Rune wrote:
> Just a little part of something I'm working on.
>
> I'm not quite satisfied with the thumb, must work on that.
>
Looks excellent. Any possibility of posting the source for these hands?
I've been working on an animated character myself, and my efforts at
making
hands have been atrocious!
Post a reply to this message
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great work. Can you use a 'skin' bitmap for texture? How does it look with
four fingers?
--
Mike
wk: mik### [at] pyxis com www.pyxis.com
hm: mwe### [at] sciti com www.geocities.com/mikepweber
"Rune" <run### [at] iname com> wrote in message
news:38f3877f@news.povray.org...
> Just a little part of something I'm working on.
>
> I'm not quite satisfied with the thumb, must work on that.
>
> Comments appreciated.
>
> Greetings,
>
> Rune
>
> ---
> Updated March 15: http://rsj.mobilixnet.dk
> Containing 3D images, stereograms, tutorials,
> The POV Desktop Theme, 350+ raytracing jokes,
> miscellaneous other things, and a lot of fun!
>
>
>
Post a reply to this message
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I really like the flexibility of the fingers, but can they change the
basic shape to push more towards cartoonish looks?
Josh
Rune wrote:
> Just a little part of something I'm working on.
>
> I'm not quite satisfied with the thumb, must work on that.
>
> Comments appreciated.
>
> Greetings,
>
> Rune
>
> ---
> Updated March 15: http://rsj.mobilixnet.dk
> Containing 3D images, stereograms, tutorials,
> The POV Desktop Theme, 350+ raytracing jokes,
> miscellaneous other things, and a lot of fun!
>
> [Image]
--
Josh English
eng### [at] spiritone com
ICQ: 1946299
"Stress is when you wake up screaming and realize you haven't fallen
asleep yet."
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I like, I like. :)
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> I'm not quite satisfied with the thumb, must work on that.
It looks ok when bent, you could get away with it.
Rick
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"Greg M. Johnson" wrote:
> Superb.
Thanks!
> Blobs?
Yes, 12 blobs per hand.
A finger is divided in three parts. What is one part called? I'll just call
it a limb.
One blob is for the "body" of the hand + first limb of the thumb. The
remaining 11 blobs are for each of the remaining 11 limbs. That way I avoid
the fingers blob together, except the first part of the thumb which is
supposed to blob together with the hand.
Greetings,
Rune
---
Updated March 15: http://rsj.mobilixnet.dk
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"Wayne Gordon" wrote:
> Looks excellent.
Thanks!
> Any possibility of posting the source for these hands?
Maybe when I've cleaned it and commented it.
> I've been working on an animated character myself,
> and my efforts at making hands have been atrocious!
Mine were too until I tried using 3 blob cylinders for the "body" of the
hand: \|/
It looked OK, so I went on from there.
How do you animate your character?
Greetings,
Rune
---
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"Mike Weber" wrote:
> great work.
Thanks!
> Can you use a 'skin' bitmap for texture?
I haven't tried, but I guess so. I do not intent to though.
> How does it look with four fingers?
Hehe, it has already got 4 fingers! ;-)
I haven't made a version with 5 fingers.
The hand is supposed to be cartoonish.
Changing it to be realistic would require a complete rewrite because it
would have to be very different.
Greetings,
Rune
---
Updated March 15: http://rsj.mobilixnet.dk
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"Josh English" wrote:
> I really like the flexibility of the fingers,
> but can they change the basic shape to push
> more towards cartoonish looks?
I'm not sure what you mean.
You can easily change the pose of the hand by changing some #declared values
that controls the hand. But if you want to change the shape of the hand you
have to change the source code itself.
I think the hand is cartoonish already. What changes did you think of?
Greetings,
Rune
---
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"TonyB" wrote:
> I like, I like. :)
Thanks! :-)
What do you think of the new version?
Greetings,
Rune
---
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"Rick [Kitty5]" wrote:
>
> > I'm not quite satisfied with the thumb, must work on that.
>
> It looks ok when bent, you could get away with it.
Get away with it? Nah... I'd rather improve it!
Is it better in the new version?
Greetings,
Rune
---
Updated March 15: http://rsj.mobilixnet.dk
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Here's an improved version...
Greetings,
Rune
---
Updated March 15: http://rsj.mobilixnet.dk
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Attachments:
Download 'Hands2.jpg' (11 KB)
Preview of image 'Hands2.jpg'

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"Rune" <run### [at] iname com> wrote :
> One blob is for the "body" of the hand + first limb of the thumb. The
> remaining 11 blobs are for each of the remaining 11 limbs. That way I
avoid
> the fingers blob together, except the first part of the thumb which is
> supposed to blob together with the hand.
>
Here is a needed function, a branching blob statement.
So that component (A) blobs with (B) and (C) but (B) and (C) don't blob
together.
Before someone suggests that I start to work.... not a chance, I doubt if I
will even be able to learn to use it if someone else -does- make it...
Post a reply to this message
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I'll second that.
Bill DeWitt wrote:
> Here is a needed function, a branching blob statement.
>
> So that component (A) blobs with (B) and (C) but (B) and (C) don't blob
> together.
Post a reply to this message
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Rune wrote:
> "Wayne Gordon" wrote:
> > Any possibility of posting the source for these hands?
>
> Maybe when I've cleaned it and commented it.
>
I'll be waiting! :-)
>
> > I've been working on an animated character myself,
> > and my efforts at making hands have been atrocious!
>
> Mine were too until I tried using 3 blob cylinders for the "body" of the
> hand: \|/
> It looked OK, so I went on from there.
That's what I've been having problems with. I'll have to try it.
>
>
> How do you animate your character?
Not very well at this point, but it's getting better.
I use Colefax's clockmod macros for all motion control.
It allows for many type of non-linear motions when interpolating
between points. I've got the head done, and the mouth movements
look good. I'm working on the limbs now. The modelling is easy
enough for a cartoonish character, which is what I'm shooting
for. (I leave the really impressive modelling to others like
H.E Day!) As to how it will turn out once I start trying some
complex movements, I'm not holding my breath. We'll see.
Post a reply to this message
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Very cool. The only thing I've been able to make with blobs is... er...
well... blobs.
Eric
--------------------
http://www.datasync.com/~ericfree
--------------------
"I don't like it, and I'm sorry I ever had anything to do with it."
- Erwin Schrodinger talking about Quantum Mechanics.
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Rune wrote:
> Here's an improved version...
Hey, I just realized there's only three fingers. Can't wait to see the
alien...
--
___ _______________________________________________
| \ |_ <dav### [at] faricy net> <ICQ 55354965>
|_/avid |ontaine http://www.faricy.net/~davidf/
"The only difference between me and a madman is that I'm not mad." -Dali
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I'll third that. I've wanted something like that since forever. Maybe HE Day
can give us a hint on how to do that in Official POV.
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>What do you think of the new version?
It's definitely better. Have you tried Day's "feathering" method? Perhaps
you could get smoother joints with that.
Do you plan on expanding the model beyond the hands? :)
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Are you sure? - what did you change - it looks the same as the last one if
memory serves...(damn os keeps crashing..)
Rick
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Bill DeWitt wrote:
>So that component (A) blobs with (B) and (C) but (B) and (C) don't blob
>together
Could this be done with Isosurface functions?
Turn the blob bodyparts into sepparate functions with pigment{object
..}, or use the blob-pattern directly. Then blob these functions together
the way you want it and make an isosurface object.
Ingo
--
Photography: http://members.home.nl/ingoogni/
Pov-Ray : http://members.home.nl/seed7/
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"ingo" <ing### [at] home nl> wrote in message
news:8F159976Dseed7@204.213.191.228...
> Bill DeWitt wrote:
>
> >So that component (A) blobs with (B) and (C) but (B) and (C) don't blob
> >together
>
> Could this be done with Isosurface functions?
>
Good question! I bet it could. But I am still working on a branching
tree isosurface. In between several other projects -and- having the in-laws
stay over for two weeks.... can't just disappear into the computer room for
a couple hours like I might otherwise do...
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"Bill DeWitt" wrote:
> "Rune" <run### [at] iname com> wrote :
> > That way I avoid the fingers blob together
>
> Here is a needed function, a branching blob statement.
>
> So that component (A) blobs with (B) and (C) but (B) and (C) don't blob
> together.
That would probably be great for many things but I wouldn't have used it for
this hand anyway. Textures on blob elements blob together and I don't want
that. I can't just texture the whole blob to avoid it, because the hand is
poseable and intended for animations.
Greetings,
Rune
---
Updated March 15: http://rsj.mobilixnet.dk
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"Wayne Gordon" wrote:
> Rune wrote:
> > "Wayne Gordon" wrote:
> > > Any possibility of posting the source for these hands?
> > Maybe when I've cleaned it and commented it.
> I'll be waiting! :-)
Just remember that I didn't promise anything! :-)
> > How do you animate your character?
>
> Not very well at this point, but it's getting better.
> I use Colefax's clockmod macros for all motion control.
I'm programming some inverse kinematics and I plan to use splines to control
all the control points and control vectors and so on...
> The modelling is easy enough for a cartoonish character,
> which is what I'm shooting for.
Same here.
I hope to see your character here sometime :-)
Greetings,
Rune
---
Updated March 15: http://rsj.mobilixnet.dk
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"TonyB" wrote:
> >What do you think of the new version?
> It's definitely better.
Thanks!
> Have you tried Day's "feathering" method?
No, what is that, and where can I find it?
> Do you plan on expanding the model beyond the hands? :)
As I said, just a little part of something I'm working on...
Greetings,
Rune
---
Updated March 15: http://rsj.mobilixnet.dk
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"Eric Freeman" wrote:
> Very cool.
Thanks!
> The only thing I've been able to make
> with blobs is... er... well... blobs.
There's nothing wrong with blob blobs... :-)
Greetings,
Rune
---
Updated March 15: http://rsj.mobilixnet.dk
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"David Fontaine" wrote:
> Hey, I just realized there's only three fingers.
Only *four* fingers that is...
> Can't wait to see the alien...
An alien is what it is!
(That green pigment was a hint too...)
Greetings,
Rune
---
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"Rick [Kitty5]" wrote:
> Are you sure?
Yes.
> what did you change?
The thumb is improved.
If you put the images next to each other some way or switch quickly between
them it should be easy to see the difference.
Greetings,
Rune
---
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IIRC, it should be somewhere in the thread about his Star Trek spaceship.
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"TonyB" wrote:
> IIRC, it should be somewhere in the thread about his Star Trek spaceship.
I can't find it :-(
Greetings,
Rune
---
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>I can't find it :-(
"StarFleet Blobs (Very big)" posted 3/10/2000. Check his reply to Darcy
Johnston.
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Rune wrote:
> "David Fontaine" wrote:
> > Hey, I just realized there's only three fingers.
>
> Only *four* fingers that is...
:-))))))))))) Obviously it's a technical rant
Let's compromise: 3.5 fingers
--
___ _______________________________________________
| \ |_ <dav### [at] faricy net> <ICQ 55354965>
|_/avid |ontaine http://www.faricy.net/~davidf/
"The only difference between me and a madman is that I'm not mad." -Dali
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"TonyB" wrote:
> "StarFleet Blobs (Very big)" posted 3/10/2000.
> Check his reply to Darcy Johnston.
I found it now, but I don't get his explanation. I know I can smoothen out
blobs by decreasing power and increasing radius, but the details I don't
get.
I think it won't work with my hand anyway, because it is made of more than
one blob.
Greetings,
Rune
---
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"David Fontaine" wrote:
> Rune wrote:
>
> > "David Fontaine" wrote:
> > > Hey, I just realized there's only three fingers.
> >
> > Only *four* fingers that is...
>
> :-))))))))))) Obviously it's a technical rant
> Let's compromise: 3.5 fingers
OK then.
May I ask you a personal question?
How many fingers do you have on your right hand? :-)
Greetings,
Rune
---
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Could someone please email me 1 Poser person OBJ file?
I am looking for a clothed man or woman standing.
I know they're big, but I gotta have one.
--
Bryan Valencia
Software Services - Making Windows Scream
http://www.209software.com
mailto:bry### [at] 209software com
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In article <38f4db0e@news.povray.org>, "Bill DeWitt"
<the### [at] earthlink net> wrote:
> Here is a needed function, a branching blob statement.
>
> So that component (A) blobs with (B) and (C) but (B) and (C) don't blob
> together.
>
> Before someone suggests that I start to work.... not a chance, I
> doubt if I will even be able to learn to use it if someone else
> -does- make it...
Sorry, but I don't think this is possible...at least, not with the type
of blob POV uses(are there other kinds that would make this possible?).
A blob object is just an isosurface, all points where the sum of the
field of all of the components is equal to a certain threshold value. I
don't think it is possible to exclude components based on the "branch"
they are in.
--
Christopher James Huff - Personal e-mail: chr### [at] yahoo com
TAG(Technical Assistance Group) e-mail: chr### [at] tag povray org
Personal Web page: http://chrishuff.dhs.org/
TAG Web page: http://tag.povray.org/
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Rune wrote:
> OK then.
>
> May I ask you a personal question?
> How many fingers do you have on your right hand? :-)
4.5, of course!
Some people consider the thumb a finger and some don't. I think
technically it is though.
--
___ _______________________________________________
| \ |_ <dav### [at] faricy net> <ICQ 55354965>
|_/avid |ontaine http://www.faricy.net/~davidf/
"The only difference between me and a madman is that I'm not mad." -Dali
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"David Fontaine" wrote:
> Rune wrote:
> > May I ask you a personal question?
> > How many fingers do you have on your right hand? :-)
>
> 4.5, of course!
I thought so! ;-)
> Some people consider the thumb a finger and some don't.
> I think technically it is though.
I just though everyone considered it a finger.
It might be because in my language it is called what in English would be
"thumb finger" instead of just "thumb".
Greetings,
Rune
---
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On Sat, 15 Apr 2000 12:09:08 -0500, Chris Huff wrote:
>
>Sorry, but I don't think this is possible...at least, not with the type
>of blob POV uses(are there other kinds that would make this possible?).
>A blob object is just an isosurface, all points where the sum of the
>field of all of the components is equal to a certain threshold value. I
>don't think it is possible to exclude components based on the "branch"
>they are in.
How about adding a threshold identifier so that you could specify which
object another will blob with, and if you specify two in the same object
it will blob with the other two within the block that have the same
identifiers eg:
blob {
ThresholdIdentInit{FRED,JIM} //Initialises the Threshold Identifiers
sphere{<0,0,0>, 0.7, 0.8
ThresholdIdent{FRED}
}
sphere{<0,0.5,0>,0.7 ,0.8
ThresholdIdent {FRED,JIM}
}
sphere{<0.5,0.5,0>,0.7 ,0.7
ThresholdIdent {JIM}
}
sphere{<0.5,0.5,0.5>,0.7 0.6
ThresholdIdent {JIM,FRED} // the order shouldn't make a difference.
}
} // End of blob.
If a component doesn't have a ThresholdIdent it acts as normal and if a blob
doesn't have a ThresholdIdentInit at the beginning then the blob acts as
normal.
My logical thinking says that this should be possible but I've never looked
at the pov code and I'm not much of a programmer so the rest is up to the
experts.
--
Cheers
Steve email mailto:sjl### [at] ndirect co uk
%HAV-A-NICEDAY Error not enough coffee 0 pps.
web http://www.ndirect.co.uk/~sjlen/
or http://start.at/zero-pps
4:07pm up 13 days, 18:42, 4 users, load average: 1.25, 1.07, 1.02
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In article <slr### [at] zero-pps localdomain>,
sjl### [at] ndirect co uk wrote:
> How about adding a threshold identifier so that you could specify which
> object another will blob with, and if you specify two in the same object
> it will blob with the other two within the block that have the same
> identifiers eg:
>
> blob {...}
>
> If a component doesn't have a ThresholdIdent it acts as normal and if
> a blob doesn't have a ThresholdIdentInit at the beginning then the
> blob acts as normal.
>
> My logical thinking says that this should be possible but I've never
> looked at the pov code and I'm not much of a programmer so the rest
> is up to the experts.
I don't think this would be any different from having multiple blob
objects with some identical components. And I don't understand your
reasoning in calling it a "threshold identifier", since it doesn't seem
to have anything to do with the threshold...a possible sign that I
completely misunderstood what you were trying to say. :-(
And anyway, you still have the problem of determining which set of blob
components to use. The components are not blobbed together one by one
and the results rendered, their contributions to a point are added
together and the equation solved for each ray. How do you decide which
components to use in the solving process when you have a ray, or even a
point, as the starting information?
The only way I can see something like this being possible is by making a
new type of blobby object which takes components that are turned into a
mesh, and blobbed together one by one in a tree structure. Then the mesh
object would be rendered...of course, this has all the problems of
tesselating into triangles(probably even harder because of the specific
order the components would be combined in).
--
Christopher James Huff - Personal e-mail: chr### [at] yahoo com
TAG(Technical Assistance Group) e-mail: chr### [at] tag povray org
Personal Web page: http://chrishuff.dhs.org/
TAG Web page: http://tag.povray.org/
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