Emacs Artificial General Intelligence Algorithmic Game Theory: Prediction Markets (po polsku) Systemy Inteligentnych Agentów
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Animation.Animation HistoryHide minor edits - Show changes to output November 22, 2012, at 01:33 PM
by - no promises
Changed lines 1-2 from:
This is a looong overdue project, it's been on my radar for about four years now. It is a multi-character posing and animation system. It will be from the ground up in OCaml (most likely), that is no ODE etc. but perhaps implementation ideas stolen from [[http://www.magix.ucla.edu/dance/ | DANCE]] to:
This is a looong overdue project, it's been on my radar for about four years now. It is a multi-character posing and animation system. It will be from the ground up in OCaml (most likely), that is no ODE etc. but perhaps implementation ideas stolen from [[http://www.magix.ucla.edu/dance/ | DANCE]]. June 22, 2008, at 01:03 AM
by - blending mixed snippets
Changed line 33 from:
|| 30|| v0.5.0|| copying-saving of kinematic or dynamic data for whole body or body part (over selected time period)=snippets|| simple|| waiting to:
|| 30|| v0.5.0|| copying-saving of kinematic or dynamic data for whole body or body part (over selected time period, together with body-part root position)=snippets|| simple|| waiting Changed lines 36-37 from:
|| 33|| v0.5.0|| blending of mixed kinematic and dynamic snippets, kinematically|| to:
|| 33|| v0.5.0|| blending of mixed kinematic and dynamic snippets, kinematically|| simple|| waiting || 34|| v0.5.0|| blending of mixed kinematic and dynamic snippets, by inverse dynamics and reintegration|| simple|| waiting || 35|| v0.5.0|| substracting gravity effects from dynamic snippets|| medium|| waiting June 22, 2008, at 12:42 AM
by - mixed snippets
Added lines 36-37:
|| 33|| v0.5.0|| blending of mixed kinematic and dynamic snippets, kinematically|| || 34|| v0.5.0|| blending of mixed kinematic and dynamic snippets, by inverse dynamics and reintegration|| June 22, 2008, at 12:29 AM
by - snippet language
Changed lines 32-35 from:
|| to:
|| 29|| v0.5.0|| import of motion capture data|| medium|| waiting || 30|| v0.5.0|| copying-saving of kinematic or dynamic data for whole body or body part (over selected time period)=snippets|| simple|| waiting || 31|| v0.5.0|| blending of multiple kinematic or dynamic data/snippets|| simple|| waiting || 32|| v0.5.0|| scripting language for composing snippets for multiple characters over longer time spans|| medium|| waiting || 27|| v1.0.0|| better visualization|| medium|| waiting || 28|| v1.0.0|| export to Blender|| medium|| waiting Changed line 14 from:
|| 23|| v0.1.1|| placing multiple characters, with grabbing (UI)|| simple|| to:
|| 23|| v0.1.1|| placing multiple characters, with grabbing (UI)|| simple|| waiting Changed line 14 from:
|| 23|| v0.1.1|| placing multiple characters, with grabbing (UI)|| simple|| to:
|| 23|| v0.1.1|| placing multiple characters, with grabbing (UI)|| simple|| waitning June 21, 2008, at 11:51 PM
by - timetable for multicharacter posing and animation
Changed lines 1-7 from:
{$a = \frac{f}{m}$} Some other equation: {$\Gamma=\frac{4}{3}\pi R^3$} {$$ E = mc^2 $$} to:
This is a looong overdue project, it's been on my radar for about four years now. It is a multi-character posing and animation system. It will be from the ground up in OCaml (most likely), that is no ODE etc. but perhaps implementation ideas stolen from [[http://www.magix.ucla.edu/dance/ | DANCE]]. I plan to start working on it later this summer. !! Timetable: ||%border=2 ||!id||!for version||!feature||!difficulty||!state|| || 1|| v0.1.0|| grab skeleton parameters from somewhere|| simple|| waiting || 2|| v0.1.0|| simple skeleton visualization|| simple|| waiting || 3|| v0.1.0|| mouse interface (placing), "mouse-enabled" features=MI|| simple|| waiting || 4|| v0.1.0|| simple forward kinematics (MI)|| simple|| waiting || 5|| v0.1.0|| simple inverse kinematics (MI)|| medium|| waiting || 6|| v0.1.0|| pin & drag inverse kinematics (MI)|| medium|| waiting || 7|| v0.1.0|| simple collision detection (with separation vectors)|| simple|| waiting || 8|| v0.1.0|| integrate collision detection with kinematics methods (MI)|| simple|| waiting || 23|| v0.1.1|| placing multiple characters, with grabbing (UI)|| simple|| || 24|| v0.1.1|| update kinematics methods to loop-free multiple characters|| simple|| waiting || 25|| v0.1.1|| update kinematics methods to kinematic loops|| medium|| waiting || 9|| v0.2.0|| time panel and framing (UI)|| simple|| waiting || 10|| v0.2.0|| piecewise-linear interpolation|| simple|| waiting || 11|| v0.2.0|| spline interpolation|| simple|| waiting || 12|| v0.2.0|| Bezier interpolation|| medium|| waiting || 13|| v0.2.0|| integrating MIDI player with time panel|| medium|| waiting || 14|| v0.2.0|| MIDI-driven time panel (UI)|| medium|| waiting || 15|| v0.3.0|| simple ragdoll (=with floor, gravity and self-collisions) dynamics (impulses)|| simple|| waiting || 16|| v0.3.0|| constraint-matrix-solving ragdoll dynamics|| medium|| waiting || 17|| v0.3.0|| simple PID controllers for trying to maintain a pose|| simple|| waiting || 18|| v0.3.0|| simple PID controllers for trying to follow a keyframed "shadow" animation|| simple|| waiting || 26|| v0.3.1|| tune floor friction model to body parts and shoe type|| medium|| waiting || 19|| v0.4.0|| inverse dynamics (for force clipping and as input to other controllers)|| medium|| waiting || 20|| v0.4.0|| mixed forward-inverse dynamics (no need for controllers)|| medium|| waiting || 21|| v0.4.0|| feed-forward nnet-based controllers for id.18|| medium|| waiting || 22|| v0.4.0|| recursive nnet-based controllers for id.18|| medium|| waiting || 27|| v0.5.0|| better visualization|| medium|| waiting || 28|| v0.5.0|| export to Blender|| medium|| waiting Added lines 1-5:
Newton equation: {$a = \frac{f}{m}$} Some other equation: {$\Gamma=\frac{4}{3}\pi R^3$} |