[ODE] integration with cal3d?
jnilson_99 at yahoo.com
jnilson_99 at yahoo.com
Fri Jan 9 19:12:01 MST 2004
i've use cal3d a little bit. it looks really cool but
in reality it's just using slirp/quaternions to
interpolate between the key frames. don't be fooled by
the pretty models. that's all easily done in 3dstudio
max/character studio.
cal3d has added some extra spice in that you can slirp
from one set on key frames to another.
for example their demo where a female character is
walking and you can make her run through a simple
"volume" like control.
all that's happening is you're controling which sets
of keyframes to use. that's great if you want to use
what is essentialy key frames on steroids.
but what you're really talking about with a realistic
physics simulation running the inputs to the rag doll
instead of key frame animation is reproducing the
human brain.
in fact this was the very problem i believe Russel
Smith (hello and thank you for ode if you're reading!)
was trying to solve in his phd thesis and why he
created ode. (he has a movie somewhere on his web site
of his character moving using a neural net to run the
inputs to ode).
beware of the folly of building the "a tower of babel
to heaven". in trying to get ode to run cal3d with the
same precision as keyframes you would effectively be
modeling the entire human motor cortex. yes you would
win the nobel prize but you would also be making us
humans obsolete and some people might not like that
:-).
john
--- Jason _____ <jgmath2000 at hotmail.com> wrote:
---------------------------------
How easy/smart would it be to try to somehow
seamlessly merge ODE and cal3d so that you could have
an animated model collapse like a rag doll similar to
what you see in modern ragdoll physics in 3d games?
Would this is a smart approach or would it be way too
difficult to pull off?
Jason Gauci
"If a packet hits a pocket on a socket on a port, and
the port buffer is flooded at the very last resort,
then a packet pocket socket error the buffer must
report"
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