Path: utzoo!attcan!uunet!cs.utexas.edu!csd4.milw.wisc.edu!uakari.primate.wisc.edu!indri!ames!ncar!boulder!stan!rwg From: rwg@Solbourne.COM (Rick Gillespie) Newsgroups: comp.graphics Subject: Re: Best of 1989 SIGGRAPH Message-ID: <1892@abbeyroad.Solbourne.COM> Date: 10 Aug 89 19:34:28 GMT References: <89080823183434@masnet.uucp> <5056@alvin.mcnc.org> <5067@alvin.mcnc.org> Reply-To: rwg@Solbourne.com (Rick Gillespie) Organization: Solbourne Computer Inc., Longmont, Colorado Lines: 22 In article <5067@alvin.mcnc.org> spl@mcnc.org.UUCP (Steve Lamont) writes: >What I was referring to was the feeling that however accurate the movement >was, it just didn't seem as if the creature's feet were *actually* touching >the ground. That's what I mean my marionette quality. Watch a real foot when >it touches the ground. It bends and deforms slightly as weight is put on it. >Maybe that's what bothers me about most computer animation: the characters >rarely seem to have any weight to them. (Perhaps that's because we spend so >much time and effort generating flying logos and glass balls in space??? :-) ) Maybe you missed the Animation papers session then. There were two papers on human motion ("Goal Directed, Dynamic Animation of Human Walking" and "Layered Construction for Deformable Animated Characters"). The picture on the front of the proceedings was done by the latter. We aren't quite there yet, but the problems you mention are being addressed, and they are working on muscle flexing and contraction. Pretty elaborate if you ask me. Rick Gillespie | Solbourne Computer, Inc. UUCP: ...!boulder!stan!rwg | 1900 Pike Rd. Internet: rwg@solbourne.com | Longmont, CO 80501 "If you want to BE the man, you've got | (303) 678-4723 to BEAT the man!" |