# HG changeset patch # User Robert McIntyre # Date 1328716392 25200 # Node ID 0e5d5ee5a914cf50a73d4bc3b61303f4f6770edb # Parent d5c597a7aed47ef78b2e0f52061a35e50fcb1117 first draft of body.org complete diff -r d5c597a7aed4 -r 0e5d5ee5a914 assets/Models/test-creature/hand.blend Binary file assets/Models/test-creature/hand.blend has changed diff -r d5c597a7aed4 -r 0e5d5ee5a914 org/body.org --- a/org/body.org Wed Feb 08 05:50:15 2012 -0700 +++ b/org/body.org Wed Feb 08 08:53:12 2012 -0700 @@ -38,14 +38,22 @@ The main reason that I use eve-style bodies is so that there will be correspondence between the AI's vision and the physical presence of -its body. +its body. Each individual section is simulated by a separate rigid +body that corresponds exactly with its visual representation and does +not change. Sections are connected by invisible joints that are well +supported in jMonkyeEngine. Bullet, the physics backend for +jMonkeyEngine, can efficiently simulate hundreds of rigid bodies +connected by joints. Sections do not have to stay as one piece +forever; they can be dynamically replaced with multiple sections to +simulate splitting in two. This could be used to simulate retractable +claws or EVE's hands, which could coalece into one object in the +movie. * Solidifying the Body Here is a hand designed eve-style in blender. - -#+attr_html: width="500" +#+attr_html: width="755" [[../images/hand-screenshot0.png]] If we load it directly into jMonkeyEngine, we get this: @@ -92,10 +100,16 @@ #+end_src #+begin_html -