algorithmic modeling for Rhino
thanks i found one in 3ds max!
but define it in grasshopper should be very interesting and also a great challenge.
That IK for robots I posted is specific to 6 axis arms, and I'm not sure how easily the techniques I used there could be adapted for something like a human with many more degrees of freedom. I will be posting the definition soon though, so you could take a look.
In computer games 'ragdolls' are often made from a network of springs or rods, with some angular constraints. This sort of thing should be possible in Kangaroo with a little care, and using springs with cutoffs to prevent limbs moving too far.
Though a different and quite effective way I found of achieving similar results is with mesh inflation. Simply internal pressure and springs for the edges can give surprisingly realistic results, if the mesh triangulation is tweaked a bit to give flexibility in the right places.
I'll post the files for this soon, just have to fix a minor bug with custom masses in the Kangaroo release first.
I was refering to IK in general as the means by which this is typically addressed in digital models.
Videos above have made my day.
That is hilarious. And oh so cool. Reminds me of slow-motion karate videos:
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--
David Rutten
david@mcneel.com
Poprad, Slovakia
Thanks!
I know what you mean about the slow-mo stuff.
Also kind of like this
Here's the definition if anyone wants to have a play with it.
There's an MD slider to control the position of the ball, so you can slide it around and knock the poor guy over.
You can also try DAZ Studio, its free.
This was done with an early version of GH:
http://rhinocentre.blogspot.com/2008/03/explicit-history-plugin-for...
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