I'm very interested in the new version. I'm trying to apply DANCE in the
biomechanics field so these new functionalities look useful.
Thank you.
Andrea.
shapiroari ha scritto:
> I have a newer version of DANCE that allows you to attach bones to
> other characters or to fixed points in the scene. You cannot do it
> easily with this version of DANCE (072506). If you are interested in
> this version, send me an email directly and I can let you try this
> version.
>
> I have been intending to release this newer version for a long time,
> but since I work full time, I have not had the time to package it up
> for distribution.
>
> Regards,
>
> Ari Shapiro
>
>
>
> --- In dancedev@yahoogroups.com, Jamie Park <jlastsong@...> wrote:
>> Thank you for your help.
>> Can I ask one more question?
>> How can I make a ragdoll hang onto a bar that will be hanging in the
> midair?
>> When I throw a ball at it then the ragdoll skeleton will swing onto
> that bar...
>> Could you make some suggestions on how to do this?
>> Thank you so much..
>>
>>
>> ----- Original Message ----
>> From: shapiroari <shapiroari@...>
>> To: dancedev@yahoogroups.com
>> Sent: Thursday, June 5, 2008 10:06:06 AM
>> Subject: [dancedev] Re: Soccer animation
>>
>>
>> This is an extremely difficult task if you want to do it during
>> physical simulation. You would need to write a controller (look at
>> TestController) that would sufficiently control the two skeletons so
>> that they can balance, kick, and stop a soccer ball.
>>
>> If you just wanted to do this kinematically, you could simply keyframe
>> the animation (the Keyframe button on the skeleton GUI).
>>
>> Alternatively, you could:
>>
>> 1) keyframe the soccer animation,
>>
>> 2) press the 'Save Anim' button on the skeleton GUI to save the motion
>> as a .bvh file
>>
>> 3) Using a PosePDController (or using tutorial 2), press the 'Load
>> Pose' button and load the .bvh file that you saved as a controller.
>> Make sure that you check the box marked 'kinematic' at the bottom of
>> the skeleton UI. This will execute the motion kinematically (exactly
>> as you keyframed it) but do so in a physically simulated environment,
>> so any soccer ball (like using: Scripts -> Create Collision Sphere)
>> that you place in the scene can be 'kicked' by the skeleton and will
>> have dynamic effects imparted on it.
>>
>> 3a) Similarly, you could select the 'Fix Root' option at the bottom of
>> the controller UI (instead of selecting 'Kinematic') which will fix
>> the hip joint exactly as you keyframed it, but track the other body
>> parts under physical simulation, so that when the skeleton hits the
>> ball the leg will deflect a bit.
>>
>> Regards,
>>
>> Ari Shapiro
>>
>> --- In dancedev@yahoogroup s.com, "jlastsong" <jlastsong@ ..> wrote:
>>> hi, could anyone give me tips on how to make skeleton model kick a
>>> ball ( from tutorial 3)? I want to make two characters pass balls to
>>> each other..
>>>
>>> any help is greatly appreciated
>>>
>
>
>
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