Thread: RE: [Algorithms] IK-influenced animation?
Brought to you by:
vexxed72
From: Jeremiah Z. <jer...@vo...> - 2004-02-27 00:04:08
|
> > For more complex ones (e.g. getting up from a ragdoll > knockdown) - I think > that's still the subject of much research :-) > > TomF. > For Alter Echo (doubt anyone's seen it, heh), we had a crouched pose that the ragdolls blended into and when the blending was done, the character animated to a stand. I think it looked surprisingly good. jeremiah |
From: Allan M. <All...@bl...> - 2004-02-27 09:22:42
|
Jerry Edsall spoke about method 2) - blending to achieve IK like effects = - at GDC last year. You can find the presentation on Gamasutra: http://www.gamasutra.com/features/20030704/edsall_01.shtml Personally, I could see the use for things like aiming guns, hitting = buttons etc, but I was a little less convinced overall when you begin to = talk about multiplying entire sets of animations for the character up by = 4 to make all the blending versions; not from a technical perspective, = but from a production perspective - it seemed to me that a 2 bone solver = for sticking feet or hands would be a more efficient way to do it than = dropping a major pile of work on your animation guys.=20 Al -----Original Message----- From: Tom Forsyth [mailto:tom...@ee...] Sent: 26 February 2004 23:04 To: gda...@li... Subject: RE: [Algorithms] IK-influenced animation? Matching feet and hnads to things isn't too bad - there's two ways = people do it: (1) Use a simple two-bone solver. Leave the shoulder/hip where it is, = and move the elbow/knew and foot/hand to the right position. (2) Make four animations for the action (e.g. pulling a switch) - one = for each corner of the "action" space - top-left, top-right, bottom-left, bottom-right. Then blend all four together to get the correct animation = for the actual switch position. ...or of course some combo of the two - a blended animation to get the = right shape of anim, then an IK "fixup" to make sure the hand/foot goes = precisely where you want it. For more complex ones (e.g. getting up from a ragdoll knockdown) - I = think that's still the subject of much research :-) TomF. > -----Original Message----- > From: gda...@li...=20 > [mailto:gda...@li...] On=20 > Behalf Of Megan Fox > Sent: 26 February 2004 22:52 > To: Gdalgorithms-List > Subject: [Algorithms] IK-influenced animation? >=20 >=20 > Do there exist any decent examples/faqs/papers/etc anywhere=20 > on this topic? > I'm thinking of not-quite completely dead ragdoll that=20 > twitches or holds > bullet wounds, or making random guy X move his hand to the=20 > proper location > to press button Y, or making a character's feet properly line=20 > up with the > arbitrary slope of the ground during the run animation, etc. >=20 > Zelda: Wind Waker had a bit of this (the feet-on-ground=20 > thing, and the way > the hammer interacted with differing slopes when you swung=20 > it), and it was > quite cool, but I assume these little bits of polish are much=20 > more difficult > than they appear. >=20 >=20 > Thanks, > -Megan Fox ------------------------------------------------------- SF.Net is sponsored by: Speed Start Your Linux Apps Now. Build and deploy apps & Web services for Linux with a free DVD software kit from IBM. Click Now! http://ads.osdn.com/?ad_id=1356&alloc_id438&op=3Dick _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_ida88 ********************************************************************** The information contained in this email and its attachments is confidential. It is intended only for the named addressees=20 and may not be disclosed to anyone else without consent from Blue 52 Games Limited. Blue 52 give no warranty that this email=20 message (including any attachments to it) is free of any virus=20 or other harmful matter and accepts no responsibility for any=20 loss or damage resulting from the recipient receiving, opening or using it.=20 ********************************************************************** |
From: Jon W. <hp...@mi...> - 2004-02-27 17:24:04
|
> Personally, I could see the use for things like aiming guns, > hitting buttons etc, but I was a little less convinced overall > when you begin to talk about multiplying entire sets of animations > for the character up by 4 to make all the blending versions; not > from a technical perspective, but from a production perspective - > it seemed to me that a 2 bone solver for sticking feet or hands > would be a more efficient way to do it than dropping a major pile > of work on your animation guys. Our experience has been that you need to combine both for the best results. Our experience has also been that good animators are hard to find, and usually a very fun bunch to work with :-) For There, where the player avatars are extremely important, getting the animations right was very high priority for us. Cheers, / h+ |
From: Megan F. <sha...@ci...> - 2004-02-27 17:51:51
|
I'm not sure if you are at liberty to discuss your methods, but could you by any chance describe any of the cases where you opted to -not- use a bone solver for the IK'ed animation? Where was the straight bone solver breaking down, or not producing convincing results? -Megan Fox > Our experience has been that you need to combine both for the > best results. > Our experience has also been that good animators are hard to find, and > usually a very fun bunch to work with :-) For There, where the player > avatars are extremely important, getting the animations right was > very high > priority for us. > > Cheers, > > / h+ > > > > ------------------------------------------------------- > SF.Net is sponsored by: Speed Start Your Linux Apps Now. > Build and deploy apps & Web services for Linux with > a free DVD software kit from IBM. Click Now! > http://ads.osdn.com/?ad_id=1356&alloc_id=3438&op=click > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=6188 > > |
From: Jon W. <hp...@mi...> - 2004-02-27 22:39:51
|
I brief: In the military simulation version of There, we decided to not use the IK solver for the barrel of the gun but instead only define an animation matrix ("animation by example"). We do use IK for the paintgun in the consumer product. The reason was that getting the IK to look good with a huge number of differently-gripped weapons would require too much tuning (with unclear tool support) to be feasible. There are some more complications I don't have space or liberty to talk about, having to do with the N*M problem between avatar skeletons, guns, and distributed server-authoritative physics. We're fixing the perceived aiming accuracy problem (because animations can't EXACTLY match the real orientation) by defining the shot vector as being down the center of the screen of the shooter at time of shot, and rendering your typical FPS aiming marker in this mode. I'm sad to say that our "get up" out of tumbling is, quite literally, modeled as a swift kick in the butt, followed by the avatar responding to free-fall as usual. It, uh, "adds to the cheerful feeling" of our consumer product, so maybe it's not all bad :-) Cheers, / h+ -----Original Message----- From: gda...@li... [mailto:gda...@li...]On Behalf Of Megan Fox Sent: Friday, February 27, 2004 9:50 AM To: gda...@li... Subject: RE: [Algorithms] IK-influenced animation? I'm not sure if you are at liberty to discuss your methods, but could you by any chance describe any of the cases where you opted to -not- use a bone solver for the IK'ed animation? Where was the straight bone solver breaking down, or not producing convincing results? -Megan Fox > Our experience has been that you need to combine both for the > best results. > Our experience has also been that good animators are hard to find, and > usually a very fun bunch to work with :-) For There, where the player > avatars are extremely important, getting the animations right was > very high > priority for us. > > Cheers, > > / h+ > > > > ------------------------------------------------------- > SF.Net is sponsored by: Speed Start Your Linux Apps Now. > Build and deploy apps & Web services for Linux with > a free DVD software kit from IBM. Click Now! > http://ads.osdn.com/?ad_id=1356&alloc_id=3438&op=click > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=6188 > > ------------------------------------------------------- SF.Net is sponsored by: Speed Start Your Linux Apps Now. Build and deploy apps & Web services for Linux with a free DVD software kit from IBM. Click Now! http://ads.osdn.com/?ad_id=1356&alloc_id=3438&op=click _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=6188 |
From: Damyan P. <dp...@cl...> - 2004-02-27 09:50:10
|
> -----Original Message----- > From: Allan Murphy [mailto:All...@bl...] > Sent: 27 February 2004 09:20 > To: gda...@li... > Subject: RE: [Algorithms] IK-influenced animation? > > > > Jerry Edsall spoke about method 2) - blending to achieve IK > like effects - at GDC last year. You can find the > presentation on Gamasutra: > http://www.gamasutra.com/features/20030704/edsall_01.shtml > > Personally, I could see the use for things like aiming guns, > hitting buttons etc, but I was a little less convinced > overall when you begin to talk about multiplying entire sets > of animations for the character up by 4 to make all the > blending versions; not from a technical perspective, but from > a production perspective - it seemed to me that a 2 bone > solver for sticking feet or hands would be a more efficient > way to do it than dropping a major pile of work on your > animation guys. We've been implementing a similar thing to this. Our animation guy was overjoyed that he would get so much control over how the various animations looked, and insisted that that there were real differences between the various versions that a simple solver couldn't do) but also that he'd have no problem. The main problem we've had with it is finding a good naming convention for the 60-odd animations that make up our basic on-foot movement! From the technical side though I do wonder if blending together so many animations is actually going to turn out to be less efficient than doing IK on them. |
From: Allan M. <All...@bl...> - 2004-02-27 10:21:10
|
Yeah, this was one of Mr Edsall's main points in favour - the animators = retained a lot of control over what the blend looked like, whereas the = IK route could produce 'who knows what'. Though at a guess, in the = simple 'put the foot on the ground' case, you'd hope the change the IK = makes would be small so much of the original animation's = style/weight/whatever would remain. Al -----Original Message----- From: Damyan Pepper [mailto:dp...@cl...] Sent: 27 February 2004 09:48 To: 'gda...@li...' Subject: RE: [Algorithms] IK-influenced animation? We've been implementing a similar thing to this. Our animation guy was overjoyed that he would get so much control over how the various = animations looked, and insisted that that there were real differences between the various versions that a simple solver couldn't do) but also that he'd = have no problem. The main problem we've had with it is finding a good naming convention for the 60-odd animations that make up our basic on-foot movement! From the technical side though I do wonder if blending together so many animations is actually going to turn out to be less efficient than doing = IK on them. ------------------------------------------------------- SF.Net is sponsored by: Speed Start Your Linux Apps Now. Build and deploy apps & Web services for Linux with a free DVD software kit from IBM. Click Now! http://ads.osdn.com/?ad_id=3D1356&alloc_id=3D3438&op=3Dclick _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D6188 ********************************************************************** The information contained in this email and its attachments is confidential. It is intended only for the named addressees=20 and may not be disclosed to anyone else without consent from Blue 52 Games Limited. Blue 52 give no warranty that this email=20 message (including any attachments to it) is free of any virus=20 or other harmful matter and accepts no responsibility for any=20 loss or damage resulting from the recipient receiving, opening or using it.=20 ********************************************************************** |
From: Tom F. <tom...@ee...> - 2004-02-27 10:36:18
|
The best move IMHO is a blend. Do a cheap and cheerful version of = "Animation By Example" or similar to get the foot/knee in roughly the right place, = then stick it precisely to the ground and prevent it slipping, etc, using IK. = The animation is going to be virtually unchanged by that small amount of adjustment, but the foot is going to be nailed perfectly to the floor, = and the hand is actually going to hit the switch - not a few inches to the = right (which looks terrible :-) TomF. > -----Original Message----- > From: gda...@li...=20 > [mailto:gda...@li...] On=20 > Behalf Of Allan Murphy > Sent: 27 February 2004 10:19 > To: gda...@li... > Subject: RE: [Algorithms] IK-influenced animation? >=20 >=20 >=20 > Yeah, this was one of Mr Edsall's main points in favour - the=20 > animators retained a lot of control over what the blend=20 > looked like, whereas the IK route could produce 'who knows=20 > what'. Though at a guess, in the simple 'put the foot on the=20 > ground' case, you'd hope the change the IK makes would be=20 > small so much of the original animation's=20 > style/weight/whatever would remain. >=20 > Al >=20 > -----Original Message----- > From: Damyan Pepper [mailto:dp...@cl...] > Sent: 27 February 2004 09:48 > To: 'gda...@li...' > Subject: RE: [Algorithms] IK-influenced animation? >=20 >=20 > We've been implementing a similar thing to this. Our=20 > animation guy was > overjoyed that he would get so much control over how the=20 > various animations > looked, and insisted that that there were real differences between the > various versions that a simple solver couldn't do) but also=20 > that he'd have > no problem. The main problem we've had with it is finding a=20 > good naming > convention for the 60-odd animations that make up our basic on-foot > movement! >=20 > From the technical side though I do wonder if blending=20 > together so many > animations is actually going to turn out to be less efficient=20 > than doing IK > on them. >=20 >=20 > ------------------------------------------------------- > SF.Net is sponsored by: Speed Start Your Linux Apps Now. > Build and deploy apps & Web services for Linux with > a free DVD software kit from IBM. Click Now! > http://ads.osdn.com/?ad_id=3D1356&alloc_id=3D3438&op=3Dclick > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=3D6188 >=20 > ********************************************************************** > The information contained in this email and its attachments is > confidential. It is intended only for the named addressees=20 > and may not be disclosed to anyone else without consent from > Blue 52 Games Limited. Blue 52 give no warranty that this email=20 > message (including any attachments to it) is free of any virus=20 > or other harmful matter and accepts no responsibility for any=20 > loss or damage resulting from the recipient receiving, opening > or using it.=20 > ********************************************************************** >=20 >=20 >=20 >=20 >=20 > ------------------------------------------------------- > SF.Net is sponsored by: Speed Start Your Linux Apps Now. > Build and deploy apps & Web services for Linux with > a free DVD software kit from IBM. Click Now! > http://ads.osdn.com/?ad_id=1356&alloc_id438&op=3Dick > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_ida88 >=20 |
From: Charles B. <cb...@cb...> - 2004-02-27 21:51:42
|
We started something like this, but the number of animations just goes way overboard for any kind of interesting motion. Not only do the artists need to make some 500+ animations per character, you wind up playing like 20+ animations on each character at a time. For example, say I'm transitioning between a Walk and a Run. My Walk is made up of a combo of Walk-Left,Walk,Walk-Right,Walk-Back, and Walk UpHill, Walk DownHill ,etc. etc. , same thing for my Run. Then I also lay on some upper body, like Aim Gun, which requires 4 anims to aim in various directions, etc. At 10:33 AM 2/27/2004 +0000, Tom Forsyth wrote: >The best move IMHO is a blend. Do a cheap and cheerful version of "Animation >By Example" or similar to get the foot/knee in roughly the right place, then >stick it precisely to the ground and prevent it slipping, etc, using IK. The >animation is going to be virtually unchanged by that small amount of >adjustment, but the foot is going to be nailed perfectly to the floor, and >the hand is actually going to hit the switch - not a few inches to the right >(which looks terrible :-) > >TomF. > > > -----Original Message----- > > From: gda...@li... > > [mailto:gda...@li...] On > > Behalf Of Allan Murphy > > Sent: 27 February 2004 10:19 > > To: gda...@li... > > Subject: RE: [Algorithms] IK-influenced animation? > > > > > > > > Yeah, this was one of Mr Edsall's main points in favour - the > > animators retained a lot of control over what the blend > > looked like, whereas the IK route could produce 'who knows > > what'. Though at a guess, in the simple 'put the foot on the > > ground' case, you'd hope the change the IK makes would be > > small so much of the original animation's > > style/weight/whatever would remain. > > > > Al > > > > -----Original Message----- > > From: Damyan Pepper [mailto:dp...@cl...] > > Sent: 27 February 2004 09:48 > > To: 'gda...@li...' > > Subject: RE: [Algorithms] IK-influenced animation? > > > > > > We've been implementing a similar thing to this. Our > > animation guy was > > overjoyed that he would get so much control over how the > > various animations > > looked, and insisted that that there were real differences between the > > various versions that a simple solver couldn't do) but also > > that he'd have > > no problem. The main problem we've had with it is finding a > > good naming > > convention for the 60-odd animations that make up our basic on-foot > > movement! > > > > From the technical side though I do wonder if blending > > together so many > > animations is actually going to turn out to be less efficient > > than doing IK > > on them. > > > > > > ------------------------------------------------------- > > SF.Net is sponsored by: Speed Start Your Linux Apps Now. > > Build and deploy apps & Web services for Linux with > > a free DVD software kit from IBM. Click Now! > > http://ads.osdn.com/?ad_id=1356&alloc_id=3438&op=click > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > > Archives: > > http://sourceforge.net/mailarchive/forum.php?forum_id=6188 > > > > ********************************************************************** > > The information contained in this email and its attachments is > > confidential. It is intended only for the named addressees > > and may not be disclosed to anyone else without consent from > > Blue 52 Games Limited. Blue 52 give no warranty that this email > > message (including any attachments to it) is free of any virus > > or other harmful matter and accepts no responsibility for any > > loss or damage resulting from the recipient receiving, opening > > or using it. > > ********************************************************************** > > > > > > > > > > > > ------------------------------------------------------- > > SF.Net is sponsored by: Speed Start Your Linux Apps Now. > > Build and deploy apps & Web services for Linux with > > a free DVD software kit from IBM. Click Now! > > http://ads.osdn.com/?ad_id56&alloc_id438&op=ick > > _______________________________________________ > > GDAlgorithms-list mailing list > > GDA...@li... > > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > > Archives: > > http://sourceforge.net/mailarchive/forum.php?forum_ida88 > > > > > >------------------------------------------------------- >SF.Net is sponsored by: Speed Start Your Linux Apps Now. >Build and deploy apps & Web services for Linux with >a free DVD software kit from IBM. Click Now! >http://ads.osdn.com/?ad_id56&alloc_id438&opick >_______________________________________________ >GDAlgorithms-list mailing list >GDA...@li... >https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list >Archives: >http://sourceforge.net/mailarchive/forum.php?forum_ida88 -------------------------------------------------------------------------------------------- Charles Bloom email "cb" http://www.cbloom.com |
From: Neall V. <ver...@ra...> - 2004-02-27 22:13:28
|
Charles Bloom wrote: > We started something like this, but the number of animations just goes > way overboard for any kind of interesting motion. Not only do the > artists need to make some 500+ animations per character, you wind up > playing like 20+ animations on each character at a time.... Sounds like you went overboard. We've shipped several titles with this technique. It works well if you are careful to manage the number of blends that occur at any given time. Otherwise you get slow mush. We often mix blends with various procedural fixups (head tracking, aiming, etc.). In my experience, having good blending let's you get away with fewer animations than you would need otherwise. Neall. |
From: Jon W. <hp...@mi...> - 2004-02-27 22:39:51
|
> Not only do the artists need > to make some 500+ animations per character, you wind up playing like 20+ > animations on each character at a time. FWIW, we do this, and our minimum spec machine is a Pentium 3/800 (i e, Xbox-like) with a GeForce 2 (i e, skinning in software). Yes, our avatars are expensive on our target machine, but we believe it's worth it. You can also save CPU by being smart about what and how you blend, too. Cheers, / h+ |
From: Charles B. <cb...@cb...> - 2004-02-28 01:25:15
|
Sure, you can obviously drop complexity in the distance, you only need all the animations on foreground characters. The killer for us has been the amount of content and the memory size. At 02:34 PM 2/27/2004 -0800, Jon Watte wrote: > > Not only do the artists need > > to make some 500+ animations per character, you wind up playing like 20+ > > animations on each character at a time. > >FWIW, we do this, and our minimum spec machine is a Pentium 3/800 (i e, >Xbox-like) with a GeForce 2 (i e, skinning in software). Yes, our avatars >are expensive on our target machine, but we believe it's worth it. You can >also save CPU by being smart about what and how you blend, too. -------------------------------------------------------------------------------------------- Charles Bloom email "cb" http://www.cbloom.com |
From: Jeremiah Z. <jer...@vo...> - 2004-02-27 15:28:24
|
> > Just to clarify, you would blend the arbitrarily-flung body > straight into a > crouch position? As in, one knee on the ground one knee > bent? And that > didn't look too strange? Even if the body was on its > stomach, or side, etc? > > -Megan Fox > Yup. If you get a chance to rent AE, check it out. It looks hand animated most of the time. |
From: Graham R. <gr...@ar...> - 2004-02-27 21:20:10
|
Ken Perlin did a talk a couple of years ago at GDC on a similar subject. See link below. He has a Java-based implementation that may not be completely robust but demonstrates the idea of using IK to retarget keyframe animation. The keyframe animation embeds the "emotional" or low-level physical aspect of the motion, and IK retargets the limb to the correct mean position: http://mrl.nyu.edu/~perlin/gdc/ Frontier Technologies do something quite similar (it seems) with their R-TAG system. Check out the animation demonstrator on their downloads page. http://www.frontier.co.uk/ Graham > -----Original Message----- > From: Megan Fox [mailto:sha...@ci...]=20 > Sent: Thursday, February 26, 2004 5:52 PM > To: Gdalgorithms-List > Subject: [Algorithms] IK-influenced animation? >=20 >=20 > Do there exist any decent examples/faqs/papers/etc anywhere=20 > on this topic? I'm thinking of not-quite completely dead=20 > ragdoll that twitches or holds bullet wounds, or making=20 > random guy X move his hand to the proper location to press=20 > button Y, or making a character's feet properly line up with=20 > the arbitrary slope of the ground during the run animation, etc. >=20 > Zelda: Wind Waker had a bit of this (the feet-on-ground=20 > thing, and the way the hammer interacted with differing=20 > slopes when you swung it), and it was quite cool, but I=20 > assume these little bits of polish are much more difficult=20 > than they appear. >=20 >=20 > Thanks, > -Megan Fox >=20 >=20 >=20 > ------------------------------------------------------- > SF.Net is sponsored by: Speed Start Your Linux Apps Now. > Build and deploy apps & Web services for Linux with > a free DVD software kit from IBM. Click Now!=20 > http://ads.osdn.com/?ad_id=3D1356&alloc_id=3D3438> &op=3Dclick >=20 > _______________________________________________ >=20 > GDAlgorithms-list mailing list GDA...@li... > https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list > Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D6188 >=20 |
From: Allan M. <All...@bl...> - 2004-03-01 10:04:44
|
On consoles, multiplying up the number of anims (or even a portion of = the anims), on a per character basis, get expensive in both memory and = processing time, so I'm guessing there may be a touch of PC vs console = in this discussion. (your mileage may vary based on how l33t your animation format and = blending are). Al -----Original Message----- From: Charles Bloom [mailto:cb...@cb...] Sent: 28 February 2004 01:22 To: gda...@li... Subject: RE: [Algorithms] IK-influenced animation? Sure, you can obviously drop complexity in the distance, you only need = all=20 the animations on foreground characters. The killer for us has been the = amount of content and the memory size. At 02:34 PM 2/27/2004 -0800, Jon Watte wrote: > > Not only do the artists need > > to make some 500+ animations per character, you wind up playing like = 20+ > > animations on each character at a time. > >FWIW, we do this, and our minimum spec machine is a Pentium 3/800 (i e, >Xbox-like) with a GeForce 2 (i e, skinning in software). Yes, our = avatars >are expensive on our target machine, but we believe it's worth it. You = can >also save CPU by being smart about what and how you blend, too. -------------------------------------------------------------------------= ------------------- Charles Bloom email "cb" http://www.cbloom.com=20 ------------------------------------------------------- SF.Net is sponsored by: Speed Start Your Linux Apps Now. Build and deploy apps & Web services for Linux with a free DVD software kit from IBM. Click Now! http://ads.osdn.com/?ad_id=3D1356&alloc_id=3D3438&op=3Dclick _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D6188 ********************************************************************** The information contained in this email and its attachments is confidential. It is intended only for the named addressees=20 and may not be disclosed to anyone else without consent from Blue 52 Games Limited. Blue 52 give no warranty that this email=20 message (including any attachments to it) is free of any virus=20 or other harmful matter and accepts no responsibility for any=20 loss or damage resulting from the recipient receiving, opening or using it.=20 ********************************************************************** |
From: Crosbie F. <cr...@cy...> - 2004-03-01 11:27:48
Attachments:
winmail.dat
|
This reminds me of Motion Factory's Motivate product of a few years ago. Maybe that may be a good search avenue? This became Softimage|RTK. I wonder what's happened to it now? Perhaps it's further evolved? |
From: Matthew M. <ma...@mi...> - 2004-03-01 20:53:36
|
Havok's demo at last year's GDC was the best work I've seen on this by a long shot. The do the more interesting thing of combining keyframing with generalized physics constraints (i.e. forces) rather than just ragdolls. If you're going to GDC this year, make the Havok guys show you the demo with the zombies in the alley with the boxes. :) |
From: jimmy j. <met...@ya...> - 2004-03-02 18:00:37
|
hi, i remember seeing a demo on their site a few months ago; zombies being shot and moving realistically in response.. have you got any more info on "generalized physics constraints"? it's been a while, but at the time i was pretty sure all they were doing was running ragdoll physics on the upper body for a frame or two (to generate a "pushed back" pose) and then blending from that pose back to the normal keyframed pose.... raigan Matthew MacLaurin <ma...@mi...> wrote: Havok's demo at last year's GDC was the best work I've seen on this by a long shot. The do the more interesting thing of combining keyframing with generalized physics constraints (i.e. forces) rather than just ragdolls. If you're going to GDC this year, make the Havok guys show you the demo with the zombies in the alley with the boxes. :) ------------------------------------------------------- SF.Net is sponsored by: Speed Start Your Linux Apps Now. Build and deploy apps & Web services for Linux with a free DVD software kit from IBM. Click Now! http://ads.osdn.com/?ad_id56&alloc_id438&op=click _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_ida88 --------------------------------- Post your free ad now! Yahoo! Canada Personals |
From: Megan F. <sha...@ci...> - 2004-02-27 03:49:27
|
> > > > For more complex ones (e.g. getting up from a ragdoll > > knockdown) - I think > > that's still the subject of much research :-) > > > > TomF. > > > > For Alter Echo (doubt anyone's seen it, heh), we had a crouched pose that > the ragdolls blended into and when the blending was done, the character > animated to a stand. I think it looked surprisingly good. > > jeremiah Just to clarify, you would blend the arbitrarily-flung body straight into a crouch position? As in, one knee on the ground one knee bent? And that didn't look too strange? Even if the body was on its stomach, or side, etc? -Megan Fox |