Simple model movement
I need the basic idea behind making a model of a person run.
My understanding of it from just glancing over other posts is that you have pieces of a person, calf, thigh, torso, arms, head and can manipulate them to make appear to move.
If this is the case, the art won't be a problem(but it'd be nice if someone told me how to reduce the polygon count on a Poser 4.0 model), but the coding I'm not sure of an efficient way to do it. Any examples or some simple pseudo code would be helpful, thanks.
My understanding of it from just glancing over other posts is that you have pieces of a person, calf, thigh, torso, arms, head and can manipulate them to make appear to move.
If this is the case, the art won't be a problem(but it'd be nice if someone told me how to reduce the polygon count on a Poser 4.0 model), but the coding I'm not sure of an efficient way to do it. Any examples or some simple pseudo code would be helpful, thanks.
Pseudocode...
The basic idea is you represent your articulated object as a tree. You traverse the tree starting at the root and recursing all the way down. By convention, with human figures the hips are usually considered the root.
Code:
void Draw_Body_Element(ObjectPtr *currPtr)
{
glPushMatrix();
currPtr->ApplyTransformation();
currPtr->Draw();
if (currPtr->hasChildren)
Draw_Body_Element(currPtr->Children);
glPopMatrix();
}
The basic idea is you represent your articulated object as a tree. You traverse the tree starting at the root and recursing all the way down. By convention, with human figures the hips are usually considered the root.
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