Gabor,

thanks that does help alot. I have calculated dem angles! Things are better but 
I've still got a bit of interbone fighting to sort out.
Hope I'll have something to show soon.

So you used the Eyesweb Skeleton too! The (linked) arms seem almost separate 
from the rest of the skeleton.
I guess re-building my animata model so the joints mimic the Eyesweb skeleton 
is the way to go.
Any tips?

Thanks,

Gavin

PS Can't seem to subscribe to the list - hope this reply format is OK



hi Gavin,

>/ I can make a set of joints in Animata follow the correct trajectories 
/>/ but when I create a model everything suddenly confuses my poor brain.
/the root of the problem is that eyesweb tries to fit the skeleton joints
 to whatever the camera sees. for example, if your camera sees only one
tiny finger in the lower middle of the screen or a huge body covers
almost all of the screen you will have all the joints fit to these
objects in both cases. because of this, you will have to scale the
joints coming from eyesweb. one solution is to detect the size of the
body and scale the joints up to size of your puppet. this only works if
you have elastic bones, otherwise the physics and the osc messages will
fight and your model is going to jump. our slightly more complicated
solution was in reverse shadow theatre that we calculated back the joint
angles from the eyesweb data. then we had the centre of the body fixed
and all limbs were calculated from the angle, and the previously defined
size of the limb. for example, you measure the angles from the body
centre to the right hip, then from the right hip to the right knee, then
from the right knee to the right ankle, and so on. knowing these angles
and the limb sizes, you can easily build up your animata model.

hope this helps,
gabor


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