> I'm largely ignorant of the technical details, which leaves me free to > throw out possibly stupid or insane questions, such as: > > Would it be possible to tag the vertices and bones to provide "hints" > for retargeting. Something along the lines of creating a vertex group > "knee" that would be associated with the "knee" joint in the skeleton? > > And does it follow that retargeting may largely be an issue of > tracking the joint positions when the bones are scaled, such that > vertices that define the knee are translated to stay with the knee > joint when the thigh is lengthened, the "hip" vertices are unchanged, > and the vertices between them stretch proportionally?
The problem you are talking about is more about adapting the morphology of the body to a new skeleton. That's something managed in MakeHuman through scaling and morph targets I think. The problem of the retargeting of the animations is different: if you define a walk animation for a small guy, then if you apply naively this animation to a big guy with much bigger legs, then the legs will go through the floor or through each other. Every such motion is in fact adapted to the limb proportions of the skeleton, you can scale the whole skeleton, but if you scale separately some limbs then the animation of those limbs will need to be adapted. ------------------------------------------------------------------------------ All the data continuously generated in your IT infrastructure contains a definitive record of customers, application performance, security threats, fraudulent activity and more. Splunk takes this data and makes sense of it. Business sense. IT sense. Common sense. http://p.sf.net/sfu/splunk-d2d-oct _______________________________________________ Crystal-main mailing list Crystal-main@lists.sourceforge.net https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:crystal-main-requ...@lists.sourceforge.net?subject=unsubscribe