Carlo Wood wrote:
On Sat, Jun 06, 2009 at 03:33:54AM +1000, Tateru Nino wrote:
Maybe it isn't really about handshakes, and more about general
lining-up-of-body-parts between avatars? :)

I'd implement this by tracking the *position* of the main
points (hands, head top, mouth, shoulder, crotch, etc),
and then define the skeleton to be the distances between
those points.

Thus, if the person recording a movement brings his/her
hand to her mouth - that particular distance would go
to zero.

When playing back, I'd then morph the skeleton such that
shorter distances get higher priority. Thus, a distance of
zero becomes garanteed zero, while a distance of 1 meter
may become 0.9 or 1.1 meter if needed. I'm sure this
can be achieved with rather simple matrix operations.

In couple animations you can simply extent this model
with the main points of the second person. That way
you are garanteed that a handshake results in a handshake,
a kiss in a kiss and a fuck in a fuck.

Avatars don't occupy a common coordinate-space, however. All we /really/ know about the avatar is that it is drawn based on the position of the dimensionless point representing the agent (and offset up to 10m or so within a volume centered on that point). The avatar itself (AFAIK) exists in its own independent coordinate-space, sans reference to the common coordinate-space in which other agents are positioned, and with even less relation to the coordinate-spaces of other avatars.

As I recall, the "physical avatar" project was supposed to solve that, but appears to be an abandoned effort.
--
Tateru Nino
http://dwellonit.taterunino.net/

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