InMoov goes 10 PinG (pin) Bowling

It uses Gael Langevin's InMoov robot mesh data.
The joints are controlled by a Parallax Propeller mcu.
The Propeller reads 16 Analoges .
The Propeller sends the data over a serial link.
Then via PySerial a link is made into the Blender 3d cad package.
Each bit of Analog data  is hooked to individual actuators that control the joints via Python code.
The example here is a test to check speeds whilst using Blenders Game logic to control the Dynamics of interacting objects.

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GroG's picture

Ahahahaah :D Love it ! My

Ahahahaah :D

Love it !

My favorite is when you slap the ball backwards 

Question for your Swiss Elves,
We aren't using Armatures nor Bones correct ? 
We are using object centeroids?

Gareth's picture

Them bones...them bones

I would at some stage like to insert bones, though looking around I see they are mostly used for animations.

The one advantage of bones is its possible to apply inverse kinematics however I don't know enough about them .....yet.

Bones as far as I can gather encapsulate the virtual space area around themselves to pickup things, so all sorts of weird things happen, (i.e. deformation of shells and such), I am not sure of speed implications. I did try however I was not able to lock axes the way we do it now....(will look again).

I hope our reasonably uncomplicated way will be a good leap-pad...and now we know that the speed is "Good" maybe bones will be possible too.


GroG's picture

Ok, I think the correct

Ok, I think the correct diction is we are editing "orgins" of objects...
And here for reference is possibly a way to change the object relative to that orgin