POV-Ray : Newsgroups : povray.binaries.images : wood_mannequin.png : Re: wood_mannequin.png Server Time
4 May 2024 02:17:23 EDT (-0400)
  Re: wood_mannequin.png  
From: Mike Miller
Date: 20 Apr 2023 18:30:00
Message: <web.6441bbfbd981b0ad59197626dabc9342@news.povray.org>
"Leroy" <whe### [at] gmailcom> wrote:
> "Mike Miller" <mil### [at] gmailcom> wrote:
> > "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. :(
>
> What I did is use one file with all the Key frames names and their frame numbers
> then read that file. some like
>  1,"pose1.rbp"
>  5,"pose2.rbp"
>  15,"pose3.rbp"
> When you read that file you check to see if the frame number in the file is
> equal to or greater than what the animation frame is.
>  If it is greater than then read the next line and interpolate between the two.
>
>
> >
> > >> 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.
>
> Here they are the poses and a win program to view them


Thank you for sharing. I've pulled it down and will get back with you
soon....I'm suck in the minutia of my current scene.
Mike


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