RE: [Algorithms] Skeletal Animation...
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From: Tom F. <to...@mu...> - 2000-08-29 09:26:15
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Use stiff springs between the vertices of the ponytail, and no instant propogation down the chain. So each frame, each spring just affects the ones it is attached to. It works just fine for apps like this, where a little bit of deformation is not going to be noticed. Propogating forces/impluses down chains instantly is a real pain, but allowing the springs to do it themselves over a few frames makes life much easier. It goes wrong for some apps, but not in this case. Tom Forsyth - Muckyfoot bloke. Whizzing and pasting and pooting through the day. > -----Original Message----- > From: Brandon Moro [mailto:the...@us...] > Sent: 29 August 2000 06:59 > To: gda...@li... > Subject: [Algorithms] Skeletal Animation... > > > Hello. > > I was wondering if anyone had links to some good skeletal animation > techniques and perhaps some information about the kinematics involved. > > For example, if I was a model to have a ponytail which moves > realistically. > Given gravity and the mass of my character, I should be able > to generate the > normal force produced by walking (feet hitting the ground). > > Assuming the ponytail is just a couple bones end-to-end > sharing intermediate > vertices, the problem I arrive at is the way to correctly > propogate a force > applied at the origin vertex (ie the one connecting the > ponytail to the > head) down into the other vertices. > > Any possible links would be great. I heard that someone > wrote quite a few > papers on the physics involved in this, but I can't remember his name > exactly. I know his last name is something like Mirich, but > thats not quite > it. > > Thanx! > Brandon Moro > > _______________________________________________ > GDAlgorithms-list mailing list > GDA...@li... > http://lists.sourceforge.net/mailman/listinfo/gdalgorithms-list > |