changeset 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
files org/body.org
diffstat 1 files changed, 15 insertions(+), 13 deletions(-) [+]
line wrap: on
line diff
     1.1 --- a/org/body.org	Wed Feb 08 08:53:12 2012 -0700
     1.2 +++ b/org/body.org	Wed Feb 08 09:10:23 2012 -0700
     1.3 @@ -36,18 +36,20 @@
     1.4  #+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.
     1.5  [[../images/Eve.jpg]]
     1.6  
     1.7 -The main reason that I use eve-style bodies is so that there will be
     1.8 -correspondence between the AI's vision and the physical presence of
     1.9 -its body. Each individual section is simulated by a separate rigid
    1.10 -body that corresponds exactly with its visual representation and does
    1.11 -not change. Sections are connected by invisible joints that are well
    1.12 -supported in jMonkyeEngine. Bullet, the physics backend for
    1.13 -jMonkeyEngine, can efficiently simulate hundreds of rigid bodies
    1.14 -connected by joints. Sections do not have to stay as one piece
    1.15 -forever; they can be dynamically replaced with multiple sections to
    1.16 -simulate splitting in two. This could be used to simulate retractable
    1.17 -claws or EVE's hands, which could coalece into one object in the
    1.18 -movie.
    1.19 +EVE's body is composed of several rigid components that are held
    1.20 +together by invisible joint constraints. This is what I mean by
    1.21 +"eve-like". The main reason that I use eve-style bodies is so that
    1.22 +there will be correspondence between the AI's vision and the physical
    1.23 +presence of its body. Each individual section is simulated by a
    1.24 +separate rigid body that corresponds exactly with its visual
    1.25 +representation and does not change. Sections are connected by
    1.26 +invisible joints that are well supported in jMonkyeEngine. Bullet, the
    1.27 +physics backend for jMonkeyEngine, can efficiently simulate hundreds
    1.28 +of rigid bodies connected by joints. Sections do not have to stay as
    1.29 +one piece forever; they can be dynamically replaced with multiple
    1.30 +sections to simulate splitting in two. This could be used to simulate
    1.31 +retractable claws or EVE's hands, which could coalece into one object
    1.32 +in the movie.
    1.33  
    1.34  * Solidifying the Body
    1.35  
    1.36 @@ -113,7 +115,7 @@
    1.37  #+end_html
    1.38  
    1.39  You will notice that the hand has no physical presence -- it's a
    1.40 -hologram through witch everything passes.  Therefore, the first thing
    1.41 +hologram through which everything passes.  Therefore, the first thing
    1.42  to do is to make it solid.  Blender has physics simulation on par with
    1.43  jMonkeyEngine (they both use bullet as their physics backend), but it
    1.44  can be difficult to translate between the two systems, so for now I