Monday, June 27, 2005

EACH TIME I LOOK AROUND, THE WALLS MOVE IN A LITTLE TIGHTER

Rag-doll physics
Don't tell
The half of it.

Someone says
He'd rather be
Crazy than blind—

I fail to see
The difference
Most days.

Whatever you do,
Don't touch
That smile.

2 Comments:

Blogger MsAPhillips said...

I love this phrase. Below, footnotes for those of us who are not videogame aficionados:

Ragdoll Physics (from Grimwell Online: http://www.grimwell.com/?action=fullnews&showcomments=1&id=251)

Ragdoll physics is all about having people and objects react in a natural way when force is applied to them. If you are solidly kicked in the stomach, you will stagger backwards, your arms flailing, and perhaps wind up flat on your back. Current games use ragdoll physics to manipulate avatars when they are shot, kicked, tripped, decapitated, or otherwise rendered hors du combat. But what if the avatar is not dead, but needs to recover from the blow and continue?

In professional games, avatars’ movements are normally based around set piece animations that have been motion-captured. These typically cover walking, running, standing in place, shooting a weapon, and so forth. Michael Mandel presented a very interesting demonstration of how to combine rag doll physics with motion-captured animations. The idea is that if an avatar is, for example, tripped, he will smoothly move from his walking animation into a rag doll-based fall, and when he hits the ground, will transition into a stand-up animation.

9:49 AM  
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3:06 AM  

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