Friday, December 11, 2009
Cadaver un-earthed
So I got my model (Which i nicked off Endorphin). Twas more work than was worth. Built a couple of callbacks and prototype actuators. Stuck with PIDs and FLVCs. As for control logic i am not sure if i should stick to a statemachine, it seems to be them most logical one as most human motions are described in stages/steps/states.
Wednesday, December 9, 2009
In the begining there was....
Me and I separated the waters from the earth and call the resulting object my ground plane. Set gravity to btVector(0,-9.8,0). That was like 4 months ago. Today i look to replace my "balance polygon" (Micheal Mandel) with an inverted pendulum. Should be fun. High school physics would have been much fun if it was this practical.
Last night i found Casey Muratori's video tutorial on double-cover quaternions . Reminded me of a certain problem I saw in the Latest Pro Evolution Soccer, arms making unrealistic bends and breaking constraints. A problem also once feature on the aigamedev's sandbox engine.
Last night i found Casey Muratori's video tutorial on double-cover quaternions . Reminded me of a certain problem I saw in the Latest Pro Evolution Soccer, arms making unrealistic bends and breaking constraints. A problem also once feature on the aigamedev's sandbox engine.
Let the killing begin.
Better than using any typical programmer-styled intro (e.g. Begin();, Start(); int Main() ...).
This blog will document my trails in creating realistic animations through physics and bio-mechanics (Hence the name of the blog), learning to shred and general BS i often face in life/in my head.
This blog will document my trails in creating realistic animations through physics and bio-mechanics (Hence the name of the blog), learning to shred and general BS i often face in life/in my head.
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