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22 Dec 2024 01:45:09 EST (-0500)
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From: jr
Subject: Re: wood_mannequin.png
Date: 17 Apr 2023 02:45:00
Message: <web.643cea03d981b0ad4301edef6cde94f1@news.povray.org>
hi,

"Mike Miller" <mil### [at] gmailcom> wrote:
> Thomas de Groot <tho### [at] degrootorg> wrote:
> >  ...
> I would love to see it. Inverse kinematics would be the way to go. I've used it
> in Max - it has an 'end effector' that pushes the links, but required rotation
> restriction on all the joins. Beyond my programming skills. Share if you find.

<https://news.povray.org/povray.general/thread/%3CXnsA9AB7C841FAFAseed7%40news.povray.org%3E/>

user 'ingo' did nice stuff on IK (FABRIK algo).


regards, jr.


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From: Colin Fleming
Subject: Re: wood_mannequin.png
Date: 17 Apr 2023 19:55:00
Message: <web.643ddb3dd981b0adb066d58e93be1c3d@news.povray.org>
"Mike Miller" <mil### [at] gmailcom> wrote:
> Thomas de Groot <tho### [at] degrootorg> wrote:
> > Op 17/04/2023 om 05:52 schreef Mike Miller:
> > > Rendering of a poseable wood mannequin. Modeled for my Jack/workbench scene. I
> > > posted the scene file. Most pivots are programmed with 2 rotations. The upper
> > > arm could use an additional y rotation. The include file could use some
> > > additional commenting and poses. Might try to work out a run sequence.
> > > Miller
> >
> > You are stirring old memories... I built one some twenty or more years
> > ago, using Moray, in order to learn about inverse kinematics. No idea
> > where the little critter is hiding now... :-)
> >
> > --
> > Thomas
>
>
> I would love to see it. Inverse kinematics would be the way to go. I've used it
> in Max - it has an 'end effector' that pushes the links, but required rotation
> restriction on all the joins. Beyond my programming skills. Share if you find.
> :)
>
> I'm using a simple forward method with parent/child unions. I modeled this
> yesterday day and started to write the rotates to pose this into my scene ...it
> got more complicated today when I decided to control all the joins. haha.
> Mike

Hi Mike (and everyone),

Fabien Mosen created a mannequin image for the IRTC back in 1998:

https://www.irtc.org/ftp/pub/stills/1998-12-31/fmenc.jpg
https://www.irtc.org/ftp/pub/stills/1998-12-31/fmenc.txt
https://www.irtc.org/ftp/pub/stills/1998-12-31/fmenc.zip


Colin.


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From: Mike Miller
Subject: Re: wood_mannequin.png
Date: 17 Apr 2023 21:25:01
Message: <web.643df109d981b0ad59197626dabc9342@news.povray.org>
"Colin Fleming" <Colin Fleming> wrote:
> "Mike Miller" <mil### [at] gmailcom> wrote:
> > Thomas de Groot <tho### [at] degrootorg> wrote:
> > > Op 17/04/2023 om 05:52 schreef Mike Miller:
> > > > Rendering of a poseable wood mannequin. Modeled for my Jack/workbench scene. I
> > > > posted the scene file. Most pivots are programmed with 2 rotations. The upper
> > > > arm could use an additional y rotation. The include file could use some
> > > > additional commenting and poses. Might try to work out a run sequence.
> > > > Miller
> > >
> > > You are stirring old memories... I built one some twenty or more years
> > > ago, using Moray, in order to learn about inverse kinematics. No idea
> > > where the little critter is hiding now... :-)
> > >
> > > --
> > > Thomas
> >
> >
> > I would love to see it. Inverse kinematics would be the way to go. I've used it
> > in Max - it has an 'end effector' that pushes the links, but required rotation
> > restriction on all the joins. Beyond my programming skills. Share if you find.
> > :)
> >
> > I'm using a simple forward method with parent/child unions. I modeled this
> > yesterday day and started to write the rotates to pose this into my scene ...it
> > got more complicated today when I decided to control all the joins. haha.
> > Mike
>
> Hi Mike (and everyone),
>
> Fabien Mosen created a mannequin image for the IRTC back in 1998:
>
> https://www.irtc.org/ftp/pub/stills/1998-12-31/fmenc.jpg
> https://www.irtc.org/ftp/pub/stills/1998-12-31/fmenc.txt
> https://www.irtc.org/ftp/pub/stills/1998-12-31/fmenc.zip
>
>
> Colin.


Nice, thanks. I have to take a peek at his code. It looks very close to the same
wood mannequin I have beside me. Don't have the female version. I just added the
screws at the ball joints. My physical mannequin has brass screws.
Mike.


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Attachments:
Download 'workbench8.png' (4515 KB)

Preview of image 'workbench8.png'
workbench8.png


 

From: Thomas de Groot
Subject: Re: wood_mannequin.png
Date: 18 Apr 2023 11:35:22
Message: <643eb8ba$1@news.povray.org>
Op 17-4-2023 om 08:41 schreef jr:
> hi,
> 
> "Mike Miller" <mil### [at] gmailcom> wrote:
>> Thomas de Groot <tho### [at] degrootorg> wrote:
>>>   ...
>> I would love to see it. Inverse kinematics would be the way to go. I've used it
>> in Max - it has an 'end effector' that pushes the links, but required rotation
>> restriction on all the joins. Beyond my programming skills. Share if you find.
> 
I still have the files. The problem - as far as I can judge at this 
stage - is that the mannequin needs Moray for posing and moving the 
different parts, after which it is exported to a POV-Ray file to be 
included in a scene. That was how it worked at the time. Possibly I 
would need now to rework such a POV-Ray include into macros to make it 
work from there. Not sure, and unfortunately I have little time to 
plunge deeper in the matter at present. On hold for now, but who knows...?

>
<https://news.povray.org/povray.general/thread/%3CXnsA9AB7C841FAFAseed7%40news.povray.org%3E/>
> 
> user 'ingo' did nice stuff on IK (FABRIK algo).
> 
That is very true.
I got however a warning by Malwarebyte about a trojan at the site Ingo 
mentioned in the threat (https://chiselapp.com/....) in 2018. Real or 
false positive? I did not dare to go further. (I have not yet checked if 
I have a copy on my other laptop though).

-- 
Thomas


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From: jr
Subject: Re: wood_mannequin.png
Date: 18 Apr 2023 12:45:00
Message: <web.643ec8ead981b0ad4301edef6cde94f1@news.povray.org>
hi,

Thomas de Groot <tho### [at] degrootorg> wrote:
> Op 17-4-2023 om 08:41 schreef jr:
> > user 'ingo' did nice stuff on IK (FABRIK algo).
> That is very true.
> I got however a warning by Malwarebyte about a trojan at the site Ingo
> mentioned in the threat (https://chiselapp.com/....) in 2018. Real or
> false positive? I did not dare to go further. (I have not yet checked if
> I have a copy on my other laptop though).

have not heard of, nor had, problems with chiselapp, so far (fingers crossed
:-)); fwiw, for a while until last month, the private SSH key for the github
site was available "in public", worth bearing in mind.


regards, jr


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From: ingo
Subject: Re: wood_mannequin.png
Date: 18 Apr 2023 13:50:00
Message: <web.643ed815d981b0ad17bac71e8ffb8ce3@news.povray.org>
Thomas de Groot <tho### [at] degrootorg> wrote:

> I got however a warning by Malwarebyte about a trojan at the site Ingo
> mentioned in the threat (https://chiselapp.com/....) in 2018. Real or
> false positive? I did not dare to go further. (I have not yet checked if
> I have a copy on my other laptop though).

Don't know what happened to that site, at some point I stopped using it.

The IK I've never finished. There is something wrong I couldn't fix, don't even
remember what. If anyone is interested in it in its current state I can zip
something up and put it in binaries group.

Regarding mannequins, there is also an ancient Japanese one. I posted it once to
one of the binaries groups so it wouldn't get lost. It is lady.inc by Yasunari
Iwanaga. I could not find it with google.

ingo


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From: Mike Miller
Subject: Re: wood_mannequin.png
Date: 19 Apr 2023 14:45:00
Message: <web.64403627d981b0ad59197626dabc9342@news.povray.org>
"Colin Fleming" <Colin Fleming> wrote:
> "Mike Miller" <mil### [at] gmailcom> wrote:
> > Thomas de Groot <tho### [at] degrootorg> wrote:
> > > Op 17/04/2023 om 05:52 schreef Mike Miller:
> > > > Rendering of a poseable wood mannequin. Modeled for my Jack/workbench scene. I
> > > > posted the scene file. Most pivots are programmed with 2 rotations. The upper
> > > > arm could use an additional y rotation. The include file could use some
> > > > additional commenting and poses. Might try to work out a run sequence.
> > > > Miller
> > >
> > > You are stirring old memories... I built one some twenty or more years
> > > ago, using Moray, in order to learn about inverse kinematics. No idea
> > > where the little critter is hiding now... :-)
> > >
> > > --
> > > Thomas
> >
> >
> > I would love to see it. Inverse kinematics would be the way to go. I've used it
> > in Max - it has an 'end effector' that pushes the links, but required rotation
> > restriction on all the joins. Beyond my programming skills. Share if you find.
> > :)
> >
> > I'm using a simple forward method with parent/child unions. I modeled this
> > yesterday day and started to write the rotates to pose this into my scene ...it
> > got more complicated today when I decided to control all the joins. haha.
> > Mike
>
> Hi Mike (and everyone),
>
> Fabien Mosen created a mannequin image for the IRTC back in 1998:
>
> https://www.irtc.org/ftp/pub/stills/1998-12-31/fmenc.jpg
> https://www.irtc.org/ftp/pub/stills/1998-12-31/fmenc.txt
> https://www.irtc.org/ftp/pub/stills/1998-12-31/fmenc.zip
>
>
> Colin.


Thanks Colin. I've pulled in the files. Cool that most the mannequin forms are
modeled with a sphere/cylinder blob pairing.
Mike.


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From: Leroy
Subject: Re: wood_mannequin.png
Date: 19 Apr 2023 15:20:00
Message: <web.64403e0bd981b0ad4df6b67f712fc00@news.povray.org>
"Mike Miller" <mil### [at] gmailcom> wrote:
> Rendering of a poseable wood mannequin. Modeled for my Jack/workbench scene. I
> posted the scene file. Most pivots are programmed with 2 rotations. The upper
> arm could use an additional y rotation. The include file could use some
> additional commenting and poses. Might try to work out a run sequence.
> Miller

 Nice!
My first thought was that it looked like it came out of my old Quantum Robots
code. After reading your text I knew it didn't. Then 'I could have done that if
I
wanted to.'
A long time ago I went robot crazy. So I made a robot factory, with a few window
programs to help set some(well a lot) reusable poses. I used those poses as
keyframes in my animations. The thing is I made a lot of walking/running
animations. I could give the keyframe poses to ya if it would help.
 I used the full 3 element rotate.
 So a lot of conversion would have to be done :(

Have Fun!


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Attachments:
Download 'robot.gif' (54 KB)

Preview of image 'robot.gif'
robot.gif


 

From: Mike Miller
Subject: Re: wood_mannequin.png
Date: 19 Apr 2023 15:50:00
Message: <web.6440449cd981b0ad59197626dabc9342@news.povray.org>
"Leroy" <whe### [at] gmailcom> wrote:
> "Mike Miller" <mil### [at] gmailcom> wrote:
> > Rendering of a poseable wood mannequin. Modeled for my Jack/workbench scene. I
> > posted the scene file. Most pivots are programmed with 2 rotations. The upper
> > arm could use an additional y rotation. The include file could use some
> > additional commenting and poses. Might try to work out a run sequence.
> > Miller
>
>  Nice!
> My first thought was that it looked like it came out of my old Quantum Robots
> code. After reading your text I knew it didn't. Then 'I could have done that if
> I
> wanted to.'
> A long time ago I went robot crazy. So I made a robot factory, with a few window
> programs to help set some(well a lot) reusable poses. I used those poses as
> keyframes in my animations. The thing is I made a lot of walking/running
> animations. I could give the keyframe poses to ya if it would help.
>  I used the full 3 element rotate.
>  So a lot of conversion would have to be done :(
>
> Have Fun!

>> I could give the keyframe poses to ya if it would help.
That would be great - I would love to see how the poses are handled. A biped
format that could be applied to any rigged character could be fun to program. :)
Mike

just a thought...I have Max and tons of .bip files. I should be able to write
the rotation keys out as a frame sequence - one .inc file per frame? A 4 second
animation would be 120 include files. :(

>> I used the full 3 element rotate.
That seems to work best for linked forward rotations...unless there's
a way to handle quaternions in POV. I need to go back and add 3 independent
rotations per joint. I got lazy.


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From: Paolo Gibellini
Subject: Re: wood_mannequin.png
Date: 19 Apr 2023 16:50:19
Message: <6440540b@news.povray.org>
Il 18/04/2023 03:23, Mike Miller ha scritto:
> 
> Nice, thanks. I have to take a peek at his code. It looks very close to the same
> wood mannequin I have beside me. Don't have the female version. I just added the
> screws at the ball joints. My physical mannequin has brass screws.
> Mike.

The scene starts to get really impressive.
A lot of work!

Paolo


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