-----BEGIN PGP SIGNED MESSAGE----- Hash: SHA1 Argent Stonecutter wrote:
> That's why you don't try and solve it computationally. You don't > replace normal animation, you use this for minor adjustments to the > existing animation, and you limit the strength of the adjustment to > small angles and specific joints. Ah, really? Did you actually try this? This idea has been around for a while, I have actually former colleagues that have build PhDs on this type of motion re-targeting using IK. How specifically do you decide which joints are relevant for a given case? Also which angles are "small enough" before the keyframe doesn't work anymore? >> E.g. in one case I have seen the solver to keep the hands next to the >> avatar's waist but stick the waist forward to reach a goal. > > Wouldn't happen, unless the person selected the waist as the joint > that would move, and unless the waist was already close to the goal. And what kind of interface you would like to give to the user? A skeleton of joints to pick from? > >> IK is a nice tool, but extremely hard to use unless you have an >> animator >> guiding it. > > Which is the point. Then I am a bit confused - I thought we are talking about real-time automatic animation, not something to produce better keyframe animation to be played at a later time (which is of course doable). Regards, Jan -----BEGIN PGP SIGNATURE----- Version: GnuPG v1.4.9 (GNU/Linux) Comment: Using GnuPG with Mandriva - http://enigmail.mozdev.org iD4DBQFKKTw8n11XseNj94gRAqMtAKDuuqQg9utwN0sYDSmVSChzSq4rKQCYkiNI 5F9iAqT8dDa+OBKdXhlK+A== =+6mS -----END PGP SIGNATURE----- _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/SLDev Please read the policies before posting to keep unmoderated posting privileges
