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From: Jeff S. <je...@ar...> - 2005-06-28 11:23:01
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On Jun 27, 2005, at 8:18 PM, Miriam English wrote: > We need to simplify animation. I agree > Currently, in vrml and xvrml there are some fairly arcane animation > capabilities (all the interpolator nodes) this is indeed the next thing in the Project work-plan: revise the interpolators > they require foreknowledge of the start-point, end-point, start- > time, and end-time of any movement. [...] the same basic problem Dave and others have pointed to > The only sensible way achieve simple, flexible animations is the > use a different, simpler kind of > movement: a move command consisting of a force operating upon an > object's mass. so the idea is to simplify the animation declaration in the xVRML code and leave more of the how-to-act to the implementation [and thus to be spelled out in spec text] ?? > Luckily the pre-existing Open Dynamics Engine (ODE) lets us avoid > most of the work here. > (See http://sourceforge.net/projects/opende/ and http://ode.org/ ) > We just need a couple of > extensions to the (xvrml) language to take the new, simpler move > command: a mass attribute > for objects, and a force. so any given geometry node may have an optional mass attribute set and will have a default mass value?? > With a simplified method of animating objects, moving avatars in > interesting > and progressively more complex ways becomes much, much easier to do. > Now, to specify movement of a hand to an object [...] > All you need is to apply a force to the hand. ODE moves it, taking > into account > its mass and the IK links to lower- and upper-arm. ahhhhhh there is the "kicker"... how to deal with inverse-kinesmatics links and their complexity I'll have to take a look at how ODE deals with this for I haven't a clue it seems to me the danger of increased complexity is raised by adding responsibility for specifying IK is this a false perception? > - One effect is that the walk animation applied to a dwarf will > play differently when used on a giant. > The user doesn't need to alter timings and many intricate aspects > of the animation; it will just run > differently because it is affected by mass. this is indeed part of what I am after > This has wider implications for end-use too. Rodney Brooks showed > how to program robots > using a kind of distributed intelligence, where each leg has its > own "ganglion" coordinating > only loosely with the others. This produces very flexible and > adaptive behavior. Using a > simplified force/mass model for animation in makes it possible to > create simple, open-ended, > cascading animations that are similarly flexible and adaptive. and this is also very desirable thanks miriam this is worth our discussion... but now I have more stuff to read (at ode.org) comments from others? jeffs |