comparison org/body.org @ 204:162b24a82712

corrections from conv. with Dylan
author Robert McIntyre <rlm@mit.edu>
date Wed, 08 Feb 2012 09:10:23 -0700
parents 0e5d5ee5a914
children d3a2abfac405
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203:0e5d5ee5a914 204:162b24a82712
34 decided to base my body plans on the robot EVE from the movie wall-E. 34 decided to base my body plans on the robot EVE from the movie wall-E.
35 35
36 #+caption: EVE from the movie WALL-E. This body plan turns out to be much better suited to my purposes than a more human-like one. 36 #+caption: EVE from the movie WALL-E. This body plan turns out to be much better suited to my purposes than a more human-like one.
37 [[../images/Eve.jpg]] 37 [[../images/Eve.jpg]]
38 38
39 The main reason that I use eve-style bodies is so that there will be 39 EVE's body is composed of several rigid components that are held
40 correspondence between the AI's vision and the physical presence of 40 together by invisible joint constraints. This is what I mean by
41 its body. Each individual section is simulated by a separate rigid 41 "eve-like". The main reason that I use eve-style bodies is so that
42 body that corresponds exactly with its visual representation and does 42 there will be correspondence between the AI's vision and the physical
43 not change. Sections are connected by invisible joints that are well 43 presence of its body. Each individual section is simulated by a
44 supported in jMonkyeEngine. Bullet, the physics backend for 44 separate rigid body that corresponds exactly with its visual
45 jMonkeyEngine, can efficiently simulate hundreds of rigid bodies 45 representation and does not change. Sections are connected by
46 connected by joints. Sections do not have to stay as one piece 46 invisible joints that are well supported in jMonkyeEngine. Bullet, the
47 forever; they can be dynamically replaced with multiple sections to 47 physics backend for jMonkeyEngine, can efficiently simulate hundreds
48 simulate splitting in two. This could be used to simulate retractable 48 of rigid bodies connected by joints. Sections do not have to stay as
49 claws or EVE's hands, which could coalece into one object in the 49 one piece forever; they can be dynamically replaced with multiple
50 movie. 50 sections to simulate splitting in two. This could be used to simulate
51 retractable claws or EVE's hands, which could coalece into one object
52 in the movie.
51 53
52 * Solidifying the Body 54 * Solidifying the Body
53 55
54 Here is a hand designed eve-style in blender. 56 Here is a hand designed eve-style in blender.
55 57
111 presense in the simulation. </p> 113 presense in the simulation. </p>
112 </div> 114 </div>
113 #+end_html 115 #+end_html
114 116
115 You will notice that the hand has no physical presence -- it's a 117 You will notice that the hand has no physical presence -- it's a
116 hologram through witch everything passes. Therefore, the first thing 118 hologram through which everything passes. Therefore, the first thing
117 to do is to make it solid. Blender has physics simulation on par with 119 to do is to make it solid. Blender has physics simulation on par with
118 jMonkeyEngine (they both use bullet as their physics backend), but it 120 jMonkeyEngine (they both use bullet as their physics backend), but it
119 can be difficult to translate between the two systems, so for now I 121 can be difficult to translate between the two systems, so for now I
120 specify the mass of each object in blender and construct the physics 122 specify the mass of each object in blender and construct the physics
121 shape based on the mesh in jMonkeyEngine. 123 shape based on the mesh in jMonkeyEngine.