Defining Awesome
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  • Written by . Posted at 4:44 pm on October 10th, 2009

    It’s amazing how much life you can bring into animation with Lagrange interpolation. Here is a comparison with linear:

    lagrange

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    16 comments.

    1. looks OK, but you need to rebuild your character. it looks really bad from 100% side view – he needs an angle, he needs shoulders and hips – arms and legs apart. http://www.mmankt.boo.pl/stuf/box2dfun.swf check out how my ragdoll is constructed (apart from bad proportions – quick test)


    2. WIll this mean 50% more realistic hip thrust ingame?


    3. mman: your ragdoll looks really nice. But its really big. My character won’t be larger than 80 pixels. It’s too much work that won’t be noticed I think.


    4. Yeah I know, but I think that it’d work to your advantage after you test it. Like gun holding – you need a little body twist, thanks do that even small characters will look really better IMO. It’s up to you anyway. Btw I’m waiting for some ragdolls vid from LD 😉


    5. But it doesn’t work for stuff like pistols where you hold the gun at the same position.


    6. michal, when will you show us some mecha ragdolls/bodies? ive been waiting for the way you are going to implant it into the game for years.


    7. Nope, have you ever shot a real pistol?


    8. Nice ragdoll mman.


    9. Makron666

      The lagrange animation feels smoother. What are your ideas on natural motion euthoria?


    10. mman: yes, back is straight and arms are at equal length. What’s your point?


    11. so you did it wrong, my point is that you never stand like that. Anyway we don’t have to beat the shit out of each other.


    12. I dont see any problems with the linear interpolation, but neither of the animations really look “correct”, to me.

      Are you creating the animations by manipulating end effectors or rotating each bone by hand? how many keyframes are you using? Usually, the only reason you need special interpolation is for limited/dynamic keyframe data (like that from poor-quality motion capture), but if you have nice tools lerping can be just fine, AFAIK.


    13. mman: we’re not beating each other:), I’d like to have a discussion about this. I never really encountered anybody that is an animation specialist like you.
      I remember now that I shot the handgun with one hand :).
      Anyway I think I know what you mean. But holding the pistol that way means that the elbow goes sideways. It’s not possible in 2d. It’s possible in Soldat cause the ragdoll is built in 3d.

      namuol: I use keyframes. There are about 5 frames in that animation. The reason I want to use interpolation is because a computer can do animation for you.


    14. By following your argument the same thing should be impossible for any gun because you always keep the elbow sideways with rifles – even farther then with the pistol case in which the right arm is relatively straight and the supporting – left at small angle.
      Just look at this quicky reference – everything is doable.
      http://www.mmankt.boo.pl/stuf/characters.jpg
      Don’t mind the gfx cuz it wasn’t suited for such a big res.


    15. mman: that also doesn’t look good. He has that “holding my teddy bear tightly” look. I think the only solution is to have the soldier really small so that those details don’t matter.


    16. I also think it does not look good with the pistol… but those drawings look professional :)


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