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(Animation of Dynamic Legged Locomotion) I strongly agree with the words that the control inputs are more like “suggestions” that must be reconciled with the dynamic state and structure of the system than “commands” since that might make the locomotion more realistic. I also feel very comfortable reading this paper since it provides the basic background of control system in which I don’t have much experience. FSM is very popular in NPC motion control in games, and is simple to implement. While on the other hand, sometimes it will make the NPC act stupidly as the opponent of human player. So nowadays researchers and practitioners are trying to endow the NPCs with more intelligence so as to make the games more interesting.--Zhangbo Liu | ||||||||
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> > | The results seem interesting, I hope that we'll be treated to a video during the presentation today. I share Ken's confusion about the scaling factors (wrt to velocity and time). That table is neat in showing that it's not straightforward to scale a dynamic creature as one would maybe expect. On page 355 they note that they're assuming an infinited coefficient of friction to prevent slipping, but that in actuality, their models need a relatively small (?) coefficient to accomplish this. I can't remember much about the magnitudes of realistic coefficients of friction, so are the figures they quote indeed "realistic"? -- Main.Daniel Eaton | |||||||
Paper Two |