[ODE] ode & dynamic skeletal animationsystem
Dietmar Suoch
dietmar.suoch at fhs-hagenberg.ac.at
Sun May 18 06:30:02 2003
Ronald Beirouti wrote:
> One way you might try to do this is by having two of your characters.
> One will have strictly your animation on it.
> The other skeleton would be rigged up with all the dynamics,
> i.e. constraints at the joints, mass, etc.
> You would also add constraints between the two skelatons.
> The second skeleton would be the result skeleton with all dynamics
> applied and collision response. I think the constraints could be
> spring constraints (you'll have to implement yourself) and would
> connect the two skeletons at each joint. With a proper setup and
> damping on the spring constraints you might end-up with a good result.
> Anyways, it looks like something simple enough to be worth a try.
>
> .. Ronald
you mean that the skeletons are root-wise at the same
place and limbs tied together with springs?
but does it make sense, when the spring constraint
is applied, i.e. to the rightupperleg-joint of both
skeletons. the first skeleton has no mass, so how
could it influence the other?
anyway, thank you very much for your idea ronald.
best regards
dietmar