Re: Finding the best pose to re-enter animation graph from ragdoll
Michael De Ruyter <[email protected]> Thu, 13 Dec 2012 13:12:58 -0800
| Newsgroups | gmane.games.devel.algorithms |
|---|---|
| Message-ID | <454171930096688542@unknownmsgid> |
Also with the triangle normal idea, a notion of distance is missing, so you should add something like distance hips - hand, hips - foot, foot - foot, etc to your comparison algorithm if u were to try this method. Though since there is already a paper on the point cloud approach, it's probably safer to start with it. Sent from my iPhone On 2012-12-13, at 12:47 PM, Richard Fine <[email protected]> wrote: > 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 ------------------------------------------------------------------------------ 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