On 2009-06-07, at 08:07, Jan Ciger wrote:
> This is also why the simplistic approach with "only modifying existing
> animation and locking/weighting down joints" as Argent described
> wouldn't work - if you lock down the feet ("I am only reaching for
> things!"), you either wouldn't be able to find the solution (with the
> VRlab's solver and the balance constraint on) or it would look
> completely wrong once the object is out of arm's range and you need to
> bend over to get it.That's WAY more sophisticated and computationally expensive than I'm suggesting. Imagine a canned animation having the avatar drinking a beer. The avatar is siting on a barstool, and he's wearing the beer and a target prim in his mouth. His upper body bends back slightly and his arm lifts. When his hand (holding the beer) gets within a foot of the target prim the preloaded override provided by the script starts adjusting the elbow and shoulder by a few degrees... making the motion move the beer to where his mouth actually is, instead of 5cm inside his head. That's the problem I'm interested in solving. not the much harder problem you're talking about. In your example, if the object is out of range nothing would happen. The existing animation would run... so the worst case is no worse than what we have now. _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/SLDev Please read the policies before posting to keep unmoderated posting privileges
