[ODE] complete 3D Characters with physics?
Gene Ruebsamen
gene at erachampion.com
Sun Mar 17 15:53:01 2002
Hi Dennis,
I've been working on simulating an articulated 3D Character in ODE as
well. You can take a look at some of my preliminary code at:
www.realtyroad.com/gene/
I haven't gone quite as far as you are suggesting with simulating the 22
major bones. Though one of my characters is composed of upper/lower
arms & legs, a head, a torso, and two feet. All of which are connected
by the proper joints (hinge for the elbows, knees, and ankle. Ball &
socket for the arm & leg sockets).
I suspect the most difficult part of the simulation will be to devise a
control system to control the movement of the complex character. That's
no easy feat. Russ came up with a system to control his biped robot
(see the ODE website). I am trying to evolve a neural network using
Genetic Algorithms to control my characters, with limited success thus
far.
Good Luck! Let the list know how your simulation turns out.
Gene Ruebsamen
On Tue, 2002-03-12 at 11:48, Dennis Jan Franken wrote:
> Hi,
>
> ODE looks like a really cool physic engine, many
> thanks, i'm looking forward to pump up our
> game engine :))
>
> Has anybody tried to simulate a fully articulated
> 3D Character with ODE, and can give me some
> expirience?
> That would mean simulating 22 bones minimum,
> or about 60 more with fingers and toes, using
> hinge joints and ball and socket joints with
> rotation limits.
>
> Is this reasonably possible with speed, stability
> and memory?
>
> I'm asking because i should delay that experiment
> if i knew that i have to expect a lot of problems.
> Thanks!
>
> Dennis
>
>
> ---
> Dennis Jan Franken <djfranken@gmx.de>
> Tel.: 030 78717138
> ICQ: 1521523
>
>
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