Mathemathically speaking, how to generate curve/positioning for animation that is realistic and correct? As a curve itself is a line, there are aspects that makes it real like gravity and forces...how is this, rather than roto, is considered then? I'm kinda curious...especially since it is the correct way of animation, perse. Otherwise, how should a walk,loop,sequence are planned...with science considered too...correctly?
:gas:
>>1021362
>>1021361>>1020614>>1018686>>1020272>>1020497
>>1021366Well one seems to lead somewhere.
>>1021361>Mathemathically speakingfourier transform
Its annoying. I want to see people's projects, share my projects, give advice, get advice. But this shit is all there is. Why why why are you entertained by reposting the same thread over and over and never actually animating a walk cycle? Post your progress op. Post your model and how much walking youve done.
>>1021396Hear hear. I've got 35 blocked threads right now and that's just the garbage AI and troll ones, not even the low quality ones. And I even kept the slutty peach AI one.
>>1021361There is no "correct" way to animate on a mathematical level.You would need to understand the body on a level that most people will never reach. Did you notice how difficult it is for people to build bipedal robots? They've gotten pretty far, but those robots still have an uncanny feel to them. The scientists behind those robots understand human body mechanics more than anyone, and still can't get it exactly right.You're asking for information on something that nobody has achieved and documented yet. So why don't you adjust your expectations to something more realistic. Or, you lead the way and revolutionize our understanding of body mechanics. Those are your only choices.
>>1021361Animate for feeling not for realism. We aim for the hyper real to sell impact and feeling of motion. Don't waste your time aiming for what is real, spend your time trying to generate how reality feels.There's a reason a punch is windup, jump to end pose (overextended) and then most of it is just falling into the rest pose after the punch has occurred. That's the feeling of a punch. That's the art of animating a fast action. That's what our eyes catch and our mind understands from the motion.If you have autism or something that keeps you stuck in this reality obsessed mindset, try to find ways to decondition yourself from thinking that way, its harmful.
>>1021396Try reddit
>>1021421>>1021421>didnt i fukin reply this>yesterday>fuck>nobody documentedBUt procedural generations operate on that level. So it clearly rely on something.>robotnoone said about manufacturing>>1021421>waste time for realwhy are you all complaining about shit then>autism>suggesting autists even have capacity of choosing or, be consideredWe're talking about you, the fuking customer.Something fast, easy,cheap, that's all, please share, or fuck off with your failed seminars.>>1021440gotohell