Maybe it isn't really about handshakes, and more about general
lining-up-of-body-parts between avatars? :)
However, for most people in first-world western cultures, a handshake is
the frequently sole form of socially allowable physical contact between
two people who aren't intimates at some level. That makes it strongly
symbolic.
For handshake you can substitute a few variations: Knuckle-bumps,
high-fives and such, but they're all basically a handshake with
different emotional flavoring.
Ron Blechner wrote:
Question:
Why are handshakes so important that they are much more of a topic of
discussion of implementation, against facial expressions?
-Ron / Hiro
On Fri, Jun 5, 2009 at 7:34 AM, Argent
Stonecutter<[email protected]> wrote:
On 2009-06-04, at 08:55, Jan Ciger wrote:
Argent, read my comment to Tigro's mail. It wouldn't work. At least
not
in a nice way. For reaching and grasping you need much more IK than
just
the three arm joints and then you are hitting a severely
under-constrained and computationally expensive problem.
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.
So it's down to the person selecting the base animation and providing
the strength and possibly range (either distance or angle).
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.
IK is a nice tool, but extremely hard to use unless you have an
animator
guiding it.
Which is the point.
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Tateru Nino
http://dwellonit.taterunino.net/
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