Hi everybody,

I'm a research assistant at the Communications and Remote Sensing
Laboratory at the Université Catholique de Louvain, Belgium. We are
working on a project involving animation of avatars, and we are planning
to use Crystal Space for it.

We are interested by the new animesh in order to display high quality
characters, but we also need ragdoll physics to animate them. So, the
good news is: I intend to implement this feature in CS, and I come here
to discuss about that.

The basic idea I have from now is to create a new plugin working closely
with animesh (do we need support of other meshes?). The classes of the
new plugin would hold the data for the degrees of freedom of the
skeleton, their min/max values, the colliders and the physical
properties of the bones of the skeleton. There will be also some
controllers that can be applied on part or whole of the skeleton. The
first controller would be the ragdoll controller, but this is also
possible that I implement later on an inverse kinematic controller.

I'll come back in a few days with a more precise proposition of the work
that is planned.

I would be glad until there to hear any ideas, comments, plannings about
this or the new animesh.

Regards,
Christian Van Brussel

-- 
Christian Van Brussel, Research assistant UCL/EPL/TELE

Batiment Stévin,
Place du Levant, 2
B-1348 Louvain-la-Neuve,
Belgium

[email protected]
+32 10 47 85 55


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