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Show HN: Visualizing the math that powers 3D character animation

diegomacario.github.io

51–55 of 55 posts

Re: Show HN: Visualizing the math that powers 3D character animation

#51
post #8

I don't see any math, only visualization, where is the mathematical concepts and equations explained again?

I agree.

For example I don't see a link between a given graph and one particular joint.

The README says each joint has (3 + 4 + 3) values but I only see graphs with 4 curves.

Ideas:

* allow to select a particular joint to only view the graphs related to that joint

* add titles to each graph

* allow to pause the animation, change the speed

Re: Show HN: Visualizing the math that powers 3D character animation

#52
post #51
post #8

I don't see any math, only visualization, where is the mathematical concepts and equations explained again?

I agree. For example I don't see a link between a given graph and one particular joint. The README says each joint has (3 + 4 + 3) values but I only see graphs with 4 curves. Ideas: * allow to select a particular joint to only view the graphs related to that joint * add titles to each graph * allow to pause the animation, change the speed

Hi dolmen!

In the "Implementation Details" section at the bottom of the README I actually explain why I only display 4 curves instead of 10, and you can change the speed of the animation and pause it using the "Playback Speed" slider. If you set it to 0, the animation will pause.

Thanks for your suggestions about being able to select joints and displaying titles. I hope to improve things in the future!

Re: Show HN: Visualizing the math that powers 3D character animation

#53
post #50

Earlier quoted context omitted.

If one cannot take valid criticism when posting publicly their pet projects, then don't post publicly.

@dylan604 That sentence can be applied as well to your own opinion about wide browser compatibility.

That's a fair point. I'll leave it at that rather than trying to debate/belabor a day old thread.

Re: Show HN: Visualizing the math that powers 3D character animation

#54

Earlier quoted context omitted.

If one cannot take valid criticism when posting publicly their pet projects, then don't post publicly.

You won’t find many people who consider this “valid” criticism. This is a pet project for educational purposes and you’re complaining because they’re not equivalently efficient on every platform.

`Meh. Just because "it's out of scope of what I planned" doesn't mean that with a few critiques/pointers along the way that it couldn't be better.

I understand the "let's do this for the lulz and see what happens/learns/etc", but once you feel like it is "good enough" that you post it to the public (for let's face it, publicity/showing off/self-promotion), you HAVE to expect that some people might think it isn't good enough and here's some ideas to make it better.

That's not to say that what was posted is shite. It's just with a bit more...it could be even more.

Re: Show HN: Visualizing the math that powers 3D character animation

#55
post #25
post #4

On the subject of quaternions, here is an article that pops up on HN from time to time. https://marctenbosch.com/quaternions/ It is called "Let's remove Quaternions from every 3D Engine". The author suggests replacing quaternions with rotors and geometric algebra. In 3D, the formulas are essentially the same, but framed differently. It makes some "surprising" properties more intuitive and is extensible to any number…

Given that Miegakure has been “coming soon” for over ten years (maybe the dev initially planned it as a 10-year-game, but if so I wish he would’ve said so when people asked when it was coming) I’m going to suggest putting a hold on deciding whether this way of reckoning rotations results in a better development process.

Can relate as a person working on a game for 20 years and still considering it unfinished. ) The rotation formula is probably not the case here.
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