[ODE] ode & dynamic skeletal animationsystem
Dietmar Suoch
dietmar.suoch at fhs-hagenberg.ac.at
Sun May 18 06:06:02 2003
Henri Hakl wrote:
> Sounds neat :)
thank you ;)
> Such a system could adaptively animate for changes in environment conditions
> (eg: walking on flat ground, transitioning to a slope, transitioning to
> walking on a swinging hang-bridge, walking up stairs, etc... - in each case
> the animation should be adapted to correctly "place" the foot and make the
> resultant motion look realistic.
yes, that would be a step for the future of the system.
but is assume that would need a real good inverse kinematics algorithm.
actually half life 2 (again) already seems to have that.
at this year's Eł they showed a ingame-video with an enemy
called "strider", a huge monster with thin, long legs.
as it couldn't pass a kind of archway, it "limbo-d" underneath it.
they said, the movement was calculated (with IK of course) on the fly.
but at the end "plane calculated anims" won't ever look as nice as
offline-anims. so the mixing/blending would still be an issue.
jmho.
> Good luck. :)
thanks again
>>didi
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