Re: Blackboard

Greg Copeland <[email protected]>
Newsgroups gmane.comp.kde.devel.kpovmodeler
Message-ID <[email protected]>
On Mon, 2002-07-15 at 11:28, Andreas Zehender wrote:
[snip]
> > 	Skeletal Animation
> > 		Doesn't this mean that some sort of additional constraint based system
> > might also be required?  For more information on this, there is an old
> > modeler called Sced which was completely written around the concept of
> > constraint based modeling/animation.  Example, if I have two bones and
> > one joint, I can independently move the two bones at it's joint,
> > however, what constrains the joint's movement (e.g. I can't move my arm
> > 360').  Also, what if the movement of the two bones are inherently tied
> > together.  That is, if one moves, so must the other (think of a scissor
> > lift as an example) and then, only along certain axies.
> 
> Well, I didn't think about animation support yet and will not do that within 
> the next weeks. My free time is limited at the moment. First priority is the 
> documentation, then the plugin api and then animation with basic scripting.
> 

[snip]

> > 	Collision Detection (CD)
> > 		When I originally mentioned this, I envisioned the simplest of CD and
> > allow for complex CD via scripting.  Remember, since python is being
> > used, it can pretty easily be extended via C or C++ which means even
> > custom objects could be addressed via this type of CD approach.
> 
> But imagine a csg that consists of a height field, a lathe and a polynom. I 
> would say a real, exact collision detection is impossible.

Ouch.  Point well taken!

> 
> > POV-Ray Support

[snip]

> I think we should ask the user if a scene for an older povray version should 
> be converted and support only one version. At least that is the easiest way.
> 

I have no problem with that.  I was under the impression that support of
some kind was being considered.  I personally think supporting a
specific version is the way to go.

Greg
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