[ODE] integration with cal3d?
gl
gl at ntlworld.com
Sun Jan 11 18:21:10 MST 2004
Check out Pierre Terdiman's excellent Flexporter - a free Max exporter
plugin that allows you to write your own plugin for it (now there's a
sentence). For example, you could use Max's gizmos as collision primitives
around meshes.
http://www.codercorner.com/Flexporter.htm
--
gl
----- Original Message -----
From: Jason _____
To: adam.moravanszky at novodex.com ; ODE at q12.org
Sent: Sunday, January 11, 2004 5:37 PM
Subject: Re: [ODE] integration with cal3d?
Do you think it would be possible for someone to write a plugin for 3ds max
that would allow someone to create masses, bounding boxes, etc.?
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" From: "Adam Moravanszky [Novodex]" To: Subject: Re:
[ODE] integration with cal3d? Date: Sat, 10 Jan 2004 20:07:18 +0100
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19:25:07.0218 (UTC) FILETIME=[749CAF20:01C3D7AF] > 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. I don't think that was the question! >> How easy/smart would it be
... have an an! imated model collapse like a rag doll There is quite a bit
more work involved because you have to get all the transforms between cal3d
and ode right, but it is certainly doable and the results will be worth your
time. I think the main problem is actually not the programming part but
rather the fact that no free authoring environment exists where one could
easily rig skinned characters with the extra stuff needed for physics, like
masses, joint limits, and bounding boxes. -- Adam Moravanszky
/*================*\ |Chief Software Architect |NovodeX AG |physics
middleware |www.novodex.com \*================*/ ----- Original
Message ----- From: To: "Jason _____" ; Sent: Saturday, January 10, 2004
4:12 AM Subject: Re: [ODE] integration with cal3d? > > 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 &! gt; 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 _____
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?
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