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000216_stranahan@aol.com_Sun Dec 11 09:40:21 PST 1994.msg
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Article: 469 of comp.graphics.packages.lightwave
Xref: netcom.com comp.graphics.packages.lightwave:469
Path: netcom.com!ix.netcom.com!howland.reston.ans.net!gatech!swrinde!pipex!uunet!newstf01.news.aol.com!newsbf01.news.aol.com!not-for-mail
From: stranahan@aol.com (Stranahan)
Newsgroups: comp.graphics.packages.lightwave
Subject: Re: "Basic" Inverse Kinematics?!?
Date: 10 Dec 1994 12:55:03 -0500
Organization: America Online, Inc. (1-800-827-6364)
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Sender: news@newsbf01.news.aol.com
Message-ID: <3ccq1n$k9p@newsbf01.news.aol.com>
References: <oxleyd-0912941610170001@diablo.logica.co.uk>
NNTP-Posting-Host: newsbf01.news.aol.com
In article <oxleyd-0912941610170001@diablo.logica.co.uk>,
oxleyd@logica.co.uk (David Oxley) writes:
---------------------------------
I'm hoping for joint constraints, for example, telling an elbow joint that
it can only rotate in one plane, and only for 150 degrees in that plane,
from a particular starting angle, and telling a shoulder joint that it is
restricted in a similar fashion. Then, moving the wrist along a path
would cause the arm to follow in an anatomically correct way. If the path
pulled the wrist too far, you should be able to select whether the arm
should resize, move from its origin, or simply try to follow the path
without moving or resizing.
Joint friction would be good, so that some joints would be 'stiffer' than
others. ...and if we could have bulging skin for muscles when joints
moved and stretching of the webbing between fingers, I'd be over the moo
=================
That all sounds good - but not basic. All the things you mentioned are
going to be part of LW's IK eventually I believe - but not on the initial
4.0 release. Once again, anything the programmers say, wins.
Lee Stranahan
NewTek, Inc