Post number #1088149, ID: 45b14f
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So, assume you know a motion to animate from a subject, how do you begin to simulate it? Basically just making connections between motions in limbs, in walks, gaits, idles, breathing and even sequence, so to gain, correct, or just enough realism? either using math, or anything practical?
Post number #1088168, ID: ed9fa1
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look up inverse kinematics, if it's good enough for 99.9% of robotics it's good enough for ur use case (probably). it is pretty good at making something look complex and animated with little setup involved
Post number #1088171, ID: 45b14f
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>>1088168 can you show example?
Post number #1088172, ID: 45b14f
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>>1088168 i know Ik since i used 3d before but it mostly helps to save time for animation by making the foot the main orientation of the motion...or so however it is explained. what i am looking for is more into the entire motion and connections with limbs; i do not think IK solves that, though you are welcome to discuss.
Total number of posts: 4,
last modified on:
Thu Jan 1 00:00:00 1774937693
| So, assume you know a motion to animate from a subject, how do you begin to simulate it? Basically just making connections between motions in limbs, in walks, gaits, idles, breathing and even sequence, so to gain, correct, or just enough realism? either using math, or anything practical?