Hi studio,
just curious as to how much experience you may have had with the accurate
vibrating flatulent ani.
(as CGA of course.)
KapohoGuy
----- Original Message -----
From: "studio" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Monday, May 15, 2006 5:29 PM
Subject: Re: Positive progress things for Character Animation in Realsoft
3D???
Hi Aidan :
I think you just shot yourself in the foot . You started
out with a great thread that got everyone going ... great
discussion ... maybe the best dialogue this list has ever
seen (next to the one where I condemned Maya in 1998) .
You started it , you had it going , then you went off on
some kind of bizzare tangent about some defined and some un-
defined character animation bullshit regarding another app ...
You may have just gotten lucky previously , but no matter .
Keep the pressure on ! Forget about highly detailed discus-
sions on how to have a characters anus vibrate accurately
when flatuation occurs and stick with the reality of working
with Realsoft .
Is RS powerfull ? Yes !
Is RS useable ? Yes ! (if and when the advanced genious's
get around to releasing elaborate tutorials) .
Is it beginning to look like never yet ?
studio
www.niagara.com/~studio
www.studiodynamics.net
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
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