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Tuesday, August 2, 2011

Well This is Interesting

Now I am trying to get two windows to appear on a page.... I got the windows to appear but.. one window has all the ghost images, and one window only has the limbs - no joints. Something is clearly wrong...


Err.. 


Switched some things around in the code: 

So two containers (or really however many I make) will appear on the screen. 

Problem: It's the same motion, I need there to be different motions. Also, it takes quite a while to load... I need to find a way to have this work without the user waiting 5-10 seconds for the webpage to load. But this is because the program is doing all of the calculations before hand. I guess this is preferable to having a lagging motion. Also - the camera affects BOTH containers. I need the camera to affect each separately... much still to do. 




Like a boss: 


So there are two different motions, with two different camera controls. This took about 6-7 seconds to load but moving right along. Now to work on motion maps.

Monday, August 1, 2011

Working Ghost Images

After playing around with how to copy the skeleton completely I finally figured out a way with Three.js. Instead of writing a deep copy method I am reassigning all the values to a new object. While this could probably be more concise, it is a start at making this program full functional. I have two images with the ghost images. The first is with no opacity change, the second is with an opacity change. 


This is a skeleton at every 100 frames, Opacity 100%


Here is the same movement with an opacity change on the skeleton. Opacity 50%


While I think the opacity change is a good thing - I do believe it needs some work. As seen in the final skeleton position the overlap of the lower and full opacity skeletons just doesn't look good. This can definitely be improved on. 


Another problem I have with the ghost images is every 100 frames when the ghost image is drawn, it lags. This will be extremely annoying the user (at least it is to me) So I believe I have to find a way to make this faster so it doesn't lag, especially since there will be multiple windows on one page.

Friday, July 29, 2011

Adding Ghost Images

Trial one clearly didn't work:

Thursday, July 28, 2011

Working!

So I finally got my project working :) The key to the rotation problem I had was to use quaternions. I'm thrilled I finally figured it out. Here is a video of it in the browser. I will post the live code when i stop tinkering with it.




Now the next steps I have are to put in lighting, ghost images, optimization, and run a user study! The project is moving forward.

Wednesday, July 27, 2011

Angles will be the death of me

So I had to basically rework my project when I found out that everything had to be generalized for any skeleton that UPenn will upload to the database server. As a result, I rewrote everything so it would follow this; however, my 'hack' from the previous post to fix the angles no longer holds valid :( 


I tried figuring out angles using only Math.atan2 and failed. Then I tried to use rotation matrices, and I still failed. Now I am trying to figure out the math using quaternions. The results I am getting from using quaternions is so close to being correct. My program feels bad for me, it really WANTS to work, but it knows it can't flat out lie to me and work when it is not supposed to :( I really hope I can figure out what is wrong by the end of today...


It really wants to work...

Saturday, July 16, 2011

So Close...

I don't understand what is wrong now. The man I built is complete except for the shins... This frustrates me because it really *should* work.. It's no different that the rest of the code and yet these are the only two areas that are not lining up.. hmm.. 




Edit: 

So I still don't exactly understand everything that is going on here. But if you take out the Y rotation for the shins it seems to work perfectly... Should it? No. But it does...

This is a hack - I hope to eventually fix it. 



After dealing with the locations of the joints, I moved on to trying to get the skeleton to move. Here is a video with the skeleton moving via the root positions and rotations: 


I've been working on getting each joint to move, but so far the result is dreadful... 

Friday, July 15, 2011

I hate angles

Well after two days straight working on this issue I can safely say... I HATE dealing with angles. I'm getting really close to getting this correct, but I'm worried my way is sorta... hackish and won't work when I need to actually start moving my man :( 


Here is the 80% built man I have.. hopefully I can get him 100% completed by today. 


I'm not sure why his shins are wrong..