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In lugnet.cad.dat.parts.primitives, Chris Dee writes:
>
> OK - let's keep in touch regarding this, to avoid duplicating effort. My
> progress (as mentioned in http://news.lugnet.com/cad/?n=9618) is with the
> regular arm and torso parts - although the mech-arms from the competition
> sets look fun. I'll resurrect my efforts and post an update.
>
> I think this will definitely need a generator app, so let's make sure we add
> sufficient comment to the files to define the rotation points.
>
> Chris
Oh, I missed that thread, since I included the keyword 'Action' in my search. :)
My point of view is animation, but I think a generator's view is quite
similar. I've read somewhere that the main object in animating a human or
humaniod is the hips. So with that in mind, I'd like the hip joint axis at
y=0 both at the hips+torso (body?) assembly and the upper leg parts. The
knees shold be at y=40 at the upper legs and y=0 at the lower legs. The same
applies to the arms and head. The origin of a child object should always be
where it's attached to its parent object.
But that's just my opinion...
Maybe I should make crude mockups of all the parts to make it easier to
discuss the parts orientation and let the generator gurus begin their work?
/Tore
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