From: Yordan Gyurchev <yordan@gy...>  20041130 22:05:56

Thanks for the paper. It references another paper: Articulated Body Deformation from Range Scan Data http://grail.cs.washington.edu/projects/digitalhuman/pub/allen02articulated.html Anyway they both apply the following formula: Wi = 1/(D(p,pi)  1/D(p,pk) where D is a distance function and p1... pk are the nearest pose parameters and p is the supplied new parameter. They also implied that Euclidian distance does the job. But I struggle to understand how this works when distance is 0 in either part of the binom... simply wont work. Its clear that I'm missing something. I also saw a reference to another method called cardinal radial basis functions and a reference to a paper that I'm not able to find/download on the web. SLOAN, P.P., ROSE, C., AND COHEN, M. F. 2001. Shape by example. In Proceedings of 2001 Symposium on Interactive 3D Graphics. Does anyone have a link? Yordan  Original Message  From: "Alex Mohr" <amohr@...> To: <gdalgorithmslist@...> Sent: Tuesday, November 30, 2004 7:38 PM Subject: Re: [Algorithms] calculating weights for blending arbitrary number of animations > This from SIGGRAPH last year may be relevant. Check the video, and I > believe the paper starting at section 4 would be most useful, but > reading the whole thing is probably worthwhile. > > http://www.cs.wisc.edu/graphics/Gallery/Kovar/ParamMotion/ > > Alex > > > >Hello, > > > >Imagine a soldier (or character with a weapon of some kind). We are tying > >to get its weapon (two weapons, two handed weapon) to point into the > >direction of aiming. > > > >We have 9 animations. Each represents a pose into a certain direction. Each > >"pose" animation has a vector associated with it. > >For a given character aiming direction vector we compute weight for each > >animation to contribute into the final anim. > > > >Question is: Given N (in this paricular case 9) vectors and the aiming one > >how to compute good weights that max to 1.0 when the aming coincides with > >them? (Did I mention that weights need to add up to 1.0? but of course you > >know that...) > > > >We have tried few methods and we have a couple of working but far from ideal > >bodged solutions. I'm sure someone has solved this problem elegantly with > >some clever maths. A lot of games seem to do that kind of thing although in > >some cases IK can be applied. > > > >One solution that gives smooth results is just a dot product. > > Wi = Vi dot Va where Wi are normalized afterwards with Wi = Wi/sum(Wi) (Wi > >weight for each bone, Vi  Direction vectors for anims, Va  aim vector) > >Unfortunately, this only works perfectly if all direction vectors (Vi) are > >perpendicular to each other so when they max out no other anim contributes > >to the final. It still works in other cases but the results are not accurate > >enough for us. > > > >We have also explored few solutions where assumptions have been made that > >some vectors lie in a certain plane but I'm looking for a generic solution > >that will work in all cases. > > > >Thanks, > >Yordan > > > > > > > > > > > >SF email is sponsored by  The IT Product Guide > >Read honest & candid reviews on hundreds of IT Products from real users. > >Discover which products truly live up to the hype. Start reading now. > >http://productguide.itmanagersjournal.com/ > >_______________________________________________ > >GDAlgorithmslist mailing list > >GDAlgorithmslist@... > >https://lists.sourceforge.net/lists/listinfo/gdalgorithmslist > >Archives: > >http://sourceforge.net/mailarchive/forum.php?forum_id=6188 > > >  > SF email is sponsored by  The IT Product Guide > Read honest & candid reviews on hundreds of IT Products from real users. > Discover which products truly live up to the hype. Start reading now. > http://productguide.itmanagersjournal.com/ > _______________________________________________ > GDAlgorithmslist mailing list > GDAlgorithmslist@... > https://lists.sourceforge.net/lists/listinfo/gdalgorithmslist > Archives: > http://sourceforge.net/mailarchive/forum.php?forum_id=6188 > > 