[ODE] ode & dynamic skeletal animationsystem
Nguyen Binh
Nguyen Binh <ngbinh at glassegg.com>
Thu May 15 20:59:02 2003
Pls, see below....
DS> hi,
DS> i'm currently working on a prototyp for my diploma thesis.
DS> i made a realtime skeletal character animation system and
DS> now i would like to influence the bones and therefore the
DS> played animations. (let it be dynamic ;)
DS> so i thought about a physics engine/API, because bones are actually
DS> joints.
DS> sounds a bit like ragdoll physics, but it's a different approach.
DS> rag doll physics apply to the character after death and replaces so
DS> called death-animations.
DS> i'd like to let forces or params influence the animations so
DS> they do not look the same all the time they are played.
DS> i do not necessarily need to influence anims all the time,
DS> only under certain circumstances (explosions, wind from any direction,
DS> areas with lower/higher gravity, etc.).
Someone has done that. But if you depend only on
"physics", you can't expect to see a "good" animation.
DS> how could i do this?
DS> i think i would need motion mixing (mixing the currently played
DS> animation with the calculated bone-positions, of course with
DS> a kind of weighting factor).
Right, they called them online and offline animation. There is a
demo called Alien Skinned Mesh of Bongfish studio implement that.
And it comes with a doc. Try to google it, if you can't find it
then email me privately and I will send to you.
DS> should gravity be 0 and should only integrate about specific
DS> time steps and applyspecific forces?
DS> any other ideas or comments?
My comments is, try to discuss this on GDAlgorithms list. :)
--
Best regards,
---------------------------------------------------------------------
Nguyen Binh
Software Engineer
Glass Egg Digital Media
E.Town Building
7th Floor, 364 CongHoa Street
Tan Binh District,
HoChiMinh City,
VietNam,
Phone : +84 8 8109018
Fax : +84 8 8109013
www.glassegg.com
---------------------------------------------------------------------