Subject: Re: Humanoid models
From: Jari P Saukkonen (jsaukkon@cs.Helsinki.FI)
Date: Tue Nov 30 1999 - 21:28:03 EET
On Tue, 30 Nov 1999, Ulf Sjöström (Origon) wrote: > Ok, it would be good if we had a standard in humanoid models. I have made two boxmen, > with different layouts of bodyparts. So it's up to you to decide what > bodyparts we need, but remeber that having to much bodyparts will not > only need powerful computers but many hours spent by animators to make > them move. Most likely we are going to implement a skeletal animation system, which basically means that instead of doing the usual way of creating huge piles of predefined keyframed animations, we just define bodyparts (I call them "bones") and joints between them, which are much more easier to animate. The actual bones will be roughly the ones you had in the simpler model of your boxmen-proposal. When we have the characteristics of each joint (how much and in what directions it can turn) it's possible to calculate the "lowest-energy" position at any time. For example, when we move the "foot" bone a bit upwards, other parts of the leg will move and the knee joint will correctly bend to reflect the new position. This gives us freedom to move any limb to whatever direction we want without disturbing ongoing "sequences", for example you can imagine a man fighting while riding a horse. If we come up with some nice control system we could allow players to move their body in whatever way they want to make gestures and such. (Disclaimer: nothing of this has been "decided", this is just my personal vision which I'm willing to code in the future) ++ dazzt --- | Jari Saukkonen + jari.saukkonen@cs.helsinki.fi : coral -. | programming music graphics | dolphin : | art keyboards web | nah-kolor | +------------------------------------------------+-----------' | Babylon5-inspired 'shadow function' 0 <= t <= 4*pi/3 : x(t) = (sin 8t)^2 * (5 + 3sin 8t) cos (t/2 + (sin 8t)^2) . y(t) = +-(sin 8t)^2 * (5 + 3cos 8t) sin (t/2 + (sin 8t)^2)
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