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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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"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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"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.
Post a reply to this message
Attachments:
Download 'workbench8.png' (4515 KB)
Preview of image 'workbench8.png'
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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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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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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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"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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"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!
Post a reply to this message
Attachments:
Download 'robot.gif' (54 KB)
Preview of image 'robot.gif'
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"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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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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