Functional Programming
Type Inference
Toss
- (incorporates former Speagram)
Emacs
Kurs Pascala
Artificial General Intelligence
AI:
Algorithmic Game Theory: Prediction Markets (po polsku)
Programming in Java
kurs pracy w systemie Linux
Evolutionary Algorithms
Animation
Data Stores and Data Mining
Language Understanding
Systemy Inteligentnych Agentów
Przetwarzanie Języka Naturalnego
Programowanie Funkcjonalne
PmWiki
pmwiki.org
add user
edit SideBar
|
Animation.Animation History
Hide minor edits - Show changes to markup
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 DANCE. I plan to start working on it later this summer.
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 DANCE.
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 |
34 | v0.5.0 | blending of mixed kinematic and dynamic snippets, by inverse dynamics and reintegration |
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 |
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 |
Changed lines 32-35 from:
27 | v0.5.0 | better visualization | medium | waiting |
28 | v0.5.0 | export to Blender | medium | waiting |
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 | waitning |
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 |
Changed lines 1-7 from:
Newton equation:
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 DANCE. I plan to start working on it later this summer.
Timetable:
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
|