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pix/3dobj/skeletoid.lha

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Short:A Skelon Object for Imagine
Author: rsevigny at bridge.net (father)
Uploader:jsevigny bridge net (son)
Type:pix/3dobj
Architecture:generic
Date:1996-04-09
Download:pix/3dobj/skeletoid.lha - View contents
Readme:pix/3dobj/skeletoid.readme
Downloads:332

SKELETOID  V. I







Skeletoid is a simplified human sleleton, created as an Imagine 
Object File for animation on low-end machines which mayn't 
handle high-priced, memory-intensive clip-objects.  Skeletoid 
simulates the human skeleton with the least possible number of 
points and polygons. 



Notice that Skeletoid isn't really an OBJECT, but is a GROUP of 
objects, with the axis of each individual bone-object placed for 
effective movement.



Note that his spinal column has been reduced to three segments 
rather than numerous vertebrae, to save memory.

He also lacks individual teeth ( real memory gobblers! ).



Regarding Skeletoid's movements:



The best instructor on the action of the various joints is your 
own body - but here are some tips:



Most of the skull's freedom of movement - side to side and up 
and down - occurs right where the skull joins the spine.



Great freedom of movement is imparted to the upper 
appendages (arms) by the scapula's (shoulder blade's) ability to 
SLIDE AROUND AND ROTATE on the back of the rib cage.  
Watch a naked friend move his/her arms around and see.



Note that the elbow is pretty much a simple hinge which bends 
only one way - so also, the knee.



So ALSO, the foot.  Standing, point your toe straight ahead and 
then turn it out to point to one side with both hands on your 
thigh.  You will observe that almost all of the movement is at 
the HIP!



Shoulder and hip joints are ball and socket arrangements with 
considerable (but not unlimited) freedom of movement.



In real life the two bones of the lower leg are fixed in relation to 
one another UNLIKE the two bones of the forearm.



The radius and ulna of the forearm are responsible for our 
ability to use doorknobs and screwdrivers.  The ulna is big on 
the elbow-end and makes a hinge joint with the upper arm.  The 
radius is big on the wrist-end where it makes a hinge joint with 
the hand.  It is the ability of the radius to TWIST around the 
ulna (sort of) that imparts what we (incorrecltly) refer to as the 
"twist of the wrist".   Try it while you PALPATE (feel) your 
forearm with your other hand and you'll see.  But don't make 
yourself crazy making Skeletoid's forearms work this 
realistically.  



HELL'S BELLS! You may want to make all his bones fly apart 
and come back together all mixed up!

I HAD FUN animating his toothless jaws AS IF THEY WERE 
LIPS!  REALLY CREEPY!!!

Stick eyeballs in him!  Put him in a suit or just in sandwich 
boards!  HELL, put him in a barrel to cover his nakedness!  

I'M GOING TO DRESS HIM UP LIKE SANTA CLAUSE AND 
SEND HIM TO YOUR HOUSE TONIGHT!



HOW DO YOU KILL SOMETHING THAT'S 
ALREADY DEAD?



Uh, er, sorry about that...                    



rsevigny@bridge.net


Contents of pix/3dobj/skeletoid.lha
 PERMSSN    UID  GID    PACKED    SIZE  RATIO METHOD CRC     STAMP          NAME
---------- ----------- ------- ------- ------ ---------- ------------ -------------
[generic]                60104  176022  34.1% -lh5- ce72 Apr  9  1996 skeletoid.iob
[generic]                 1454    2762  52.6% -lh5- f3de Apr  9  1996 Skeletoid.readme
---------- ----------- ------- ------- ------ ---------- ------------ -------------
 Total         2 files   61558  178784  34.4%            Apr  9  1996
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