Half a cent from a non-animator. My thought is that each step of a walk cycle, for example, must be expressive, must be different. This is anmimation where every part of every action has some exaggeration or character in itself. This is the art of animating.
Therefore key framing is the key ... rather than locked in cycles of min-max angles of rotations for bones, etc. Rather than a "walk" plugin or something. Maybe the theory breaks down when a crown is involved. But then in a crowd view, the camera has no use for detail so feet marching slightly below ground level is not a problem. The thing is to hold the audience and boring repition has seldom been a winning strategy in this. Neil Cooke ----- Original Message ----- From: "Zaug" <[EMAIL PROTECTED]> To: <[email protected]> Sent: Tuesday, May 16, 2006 1:22 AM Subject: Re: Positive progress things for Character Animation in Realsoft 3D??? > Hello, > Just a a quick thought. > I will start by saying I am not a character animator in the least. > An idea stemming from my work with RealGreebleZ! (next much expanded > version very soon) and the application of varying amount of randomness > to calculations. This same sort of controllable randomness (oxymoron?) > could be applied to cyclic type motions such a as walking, this would be > similar to point four but could be in addition to it, with more detailed > control. Anyway if I am not being clear, the result would be a walk > cycle that would be continuously varied within limits set by the user. > Perhaps this would be best applied on a per joint basis. > > Cheers, > Zaug > > Aidan O Driscoll wrote: > > Hi Guys, > > > > Recently reading a forum related to a 3D app I used to use. The topic > > of Character Animation is also hot over there too. Before you read on > > - this is positive stuff and related to our discussion here. What > > follows below may contribute to Character Animation development in RS: > > > > They are about to add the two following things [ ala Endorphin was > > mentioned ] in the next point release: > > > > 1. Style based IK - http://grail.cs.washington.edu/projects/styleik/ > > > > 2. Dynamic Motion Synthesis integrated with key-frames. > > > > Dont have any link to explain point 2, but if others wish to take a > > stab, please do, would be interested to understand. As always keep the > > answer in Dummies English :) > > > > One of the contributors put these points out as what would be nice and > > is related to the above two points - I think one could not say it better: > > > > 1. Set the posed character in a start position, then drop a movement > > style (with repeat/loop - i.e. walk cycle) on it with a movement > > direction, and stretch/compress the distance of motion > > > > 2. That multiple styles are blendable > > > > 3. That there is a 'ground surface' feature that makes the characters > > appendages go no lower than the ground itself.. in other words, a > > collision and gravity style calculation on the 'puppet' > > > > 4. Custom Style 'Mods' i.e. a limp added to a walk style.. > > > > 5. All scriptable [ Zaug - Fre_ber :) !! > > > > Hope this is progressive stuff to add to the Character Animation > > debate here. Things that others in the 3D world in general are looking > > at adding to other apps. I particularly like point 1 and 3. > > > > Carlo, Tim, Timo, Gary, Wolfram, Neil, Jean, Matthias .... And all > > others I have left out [ sorry ] - what do ye think? Least of all it > > is interesting development. Hey Stefan where are you in all of this??? :) > > > > Cheers > > Aidan > > > > > > -- > My love of the halfling's leaf has clearly slowed my mind. > 8?o >
