RobynsVeil opened this issue on May 30, 2008 ยท 267 posts
renderdog2000 posted Wed, 11 June 2008 at 2:04 AM
Quote - It'd be cool to have a layered objects palette controlling a physics engine, so that the sim could be made to override or accomodate keyframed or captured motions. Sometimes you want objects to interact naturally. Other times, as an animator, you want unrealstic behaviour. For example let's say you are staging a fight scene. You animate/capture a figure kicking and apply a force modifier to his foot. Now any time you call that animation it can physically affect other objects. (It could even control like a game, with the motions applied to keypresses.) You could walk around kicking anything in the environment and have it all react realistically. Sometimes you wouldn't want that. You might need the recipient of the kick to land in a certain place. So you'd want to run the sim yet be able to tweak the outcome. Or if you were controling a vehicle you may need to override the sim to cause a desired outcome, like tweaking a the sim so that the car crashes exactly through the glass...
Sorry, I tried to keep it figure-specific but drifted off into Bruckheimer territory. Interesting stuff brewing here...
Lol.. well no garuantees that will make the first version, but I'll see what I can do for later releases :)
I'm giving a lot of thought to the animation interface though, since it will be one of the major features of FAST. I'm also considering things like facial animations and even lip synching capabilities further down the road, the tough part there is going to be coming up with something that is figure independent but I have a few thoughts along these lines.
With a little luck I'd like to also be able to integrate FAST with some other projects like MakeHuman and a few others, giving people pretty much a full blown 3d suite.
-Never fear, RenderDog is near! Oh wait, is that a chew toy? Yup. ok, nevermind.. go back to fearing...