Path: utzoo!attcan!uunet!cs.utexas.edu!csd4.milw.wisc.edu!uakari.primate.wisc.edu!indri!ames!ncar!boulder!stan!rwg
From: rwg@Solbourne.COM (Rick Gillespie)
Newsgroups: comp.graphics
Subject: Re: Best of 1989 SIGGRAPH
Message-ID: <1892@abbeyroad.Solbourne.COM>
Date: 10 Aug 89 19:34:28 GMT
References: <89080823183434@masnet.uucp> <5056@alvin.mcnc.org>  <5067@alvin.mcnc.org>
Reply-To: rwg@Solbourne.com (Rick Gillespie)
Organization: Solbourne Computer Inc., Longmont, Colorado
Lines: 22

In article <5067@alvin.mcnc.org> spl@mcnc.org.UUCP (Steve Lamont) writes:
>What I was referring to was the feeling that however accurate the movement
>was, it just didn't seem as if the creature's feet were *actually* touching
>the ground.  That's what I mean my marionette quality.  Watch a real foot when
>it touches the ground.  It bends and deforms slightly as weight is put on it.
>Maybe that's what bothers me about most computer animation:  the characters
>rarely seem to have any weight to them.  (Perhaps that's because we spend so
>much time and effort generating flying logos and glass balls in space??? :-) )

Maybe you missed the Animation papers session then. There were two
papers on human motion ("Goal Directed, Dynamic Animation of Human 
Walking" and "Layered Construction for Deformable Animated Characters").
The picture on the front of the proceedings was done by the latter.
We aren't quite there yet, but the problems you mention are being
addressed, and they are working on muscle flexing and contraction.
Pretty elaborate if you ask me.

Rick Gillespie				| Solbourne Computer, Inc.
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