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.
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?
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.
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