Mercurial > cortex
comparison org/body.org @ 204:162b24a82712
corrections from conv. with Dylan
author | Robert McIntyre <rlm@mit.edu> |
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date | Wed, 08 Feb 2012 09:10:23 -0700 |
parents | 0e5d5ee5a914 |
children | d3a2abfac405 |
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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. |