Hey edge folks, I just posted this on reddit but I think I'll probably have…

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yDgunz -

Hey edge folks, I just posted this on reddit but I think I'll probably have better luck here.

Some of you may remember my siteswap animator "gunswap" (https://ydgunz.github.io/gunswap/) that I posted here a few months ago and have been slowly making progress on. It's not really mobile friendly, and I've only been testing it using Chrome on a PC. Please let me know if you have any problems or find any issues.

Anyways, I'm trying to get more realistic elbow movement. It seems like I have 2 options:

1) Learn Blender (or a similar tool), create a rigged juggler model, and manipulate the model in my simulator. This assumes the rigging will translate well to Three.js (the 3d graphics JS library I use) and will "just work". But I can't find any good tutorials on that and it feels like a stretch...
2) Stick with my simple stick figure man and just calculate the elbow positions myself. This is an inverse kinematics problem that is a bit beyond me right now.

I'm leaning towards option 2 and it turns out Juggling Lab does exactly that: https://sourceforge.net/p/jugglinglab/code/HEAD/tree/trunk/source/jugglinglab/renderer/Juggler.java#l128.

Anyone know what's going on here? Is Jack Boyce on the edge? I appreciate any help and guidance!

Adrian G - - Parent

I seem to be having performance issues with it still, it freezes a bit during simulation (I think I had a similar problem when you first posted it too), I'm on an i5, 4GB RAM computer running Chrome on Arch. Also I get an error when trying to simulate the '' example "ERROR: Pattern took more than 500 beats to repeat states"

But it seems like it has improved a lot and now supports a bunch more things, well done!

I can't help you that much on elbow movement with inverse kinematics I'm afraid (though I'd definitely agree with option 2 instead of 1), and I don't believe Jack Boyce is on the Edge unfortunately. You may have some luck contacting him through email though.

I was thinking about including more realistic elbow positions in my simulator but had other priorities with it, the way I thought about it though is that there is a circle of positions that it can be in (points equidistant from shoulder and elbow) and you then choose an angle corresponding in some way to the angle of the throw in/coming out in order to make it look decent. Maybe that will give you a decent starting point to work from...

Cedric Lackpot - - Parent

Still broke on Chropera :(

Cedric Lackpot - - Parent

... and also broke on FF, IE, Chrome, and Safari. Can't get the bugger working anywhere, and whatever is going on is caning my processor as well.

 

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