Re: Finding the best pose to re-enter animation graph from ragdoll
Richard Fine <[email protected]> Thu, 13 Dec 2012 20:44:52 +0000
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <[email protected]> |
On 12/13/2012 8:09 PM, Michael De Ruyter wrote: > - when comparing local quaternions for the joints, the comparison will take into > account the twist around the limbs even though any amount of twist doesn't > change the position of the limb. Therefore you could get drastic differences > when visually there are barely any. True in the general case, but I'm using a hierarchical setup, so a twist in an upper arm can drastically change the position/orientation of a forearm and so on. It matters less and less as you approach the leaf nodes, but this is something I intended to eliminate with weighting. > - even if the joint orientation are different the position of the limbs, > especially their endings like hands of feet, could still be in very close > positions, i.e. potentially closer than limbs with similar rotations but with > their root joint (shoulder for instance) off by a bit. You mention weighting > system, but that is going to be a pain to tune. Ah, yes, OK. I'd assumed that a pose with leaf-node discrepancies would be less visually different than one with trunk-node discrepancies, but that's not a sound assumption. This sounds like it would be a problem for *any* hierarchy-based approach, so anything based on comparing local-space positions is probably a non-starter. > An other approach would be to find a comparison algorithm that compares the > overall position of the limbs. > > For instance you could consider; > - modeling triangles based of significant body joints, for instance > + hips, shoulder, hand > + hips, hand, foot > + hips, shoulder, shoulder > > Then use the normal of those triangles for your pose comparison. > > You would still need to make the normals relative to the hips and then use a > hips orientation comparison process. Right OK. Sounds similar to the point cloud approach, maybe a little less prone to small discrepancies, as using the normal instead of the joint positions would equate similar triangles. Cheers! - Richard ------------------------------------------------------------------------------ LogMeIn Rescue: Anywhere, Anytime Remote support for IT. Free Trial Remotely access PCs and mobile devices and provide instant support Improve your efficiency, and focus on delivering more value-add services Discover what IT Professionals Know. Rescue delivers http://p.sf.net/sfu/logmein_12329d2d _______________________________________________ GDAlgorithms-list mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_name=gdalgorithms-list