Saturday, April 10, 2010

hairs and gravity

Ok so this is what hairs look like after implementing gravity


I haven't implemented collision detection yet, but after collision detection hairs will flow over the body and the head instead of looking like rigid wires sticking out of the head. 

For more realistic gravity I will use Young's modulus elasticity equation. To make the hair and gravity work well (given a fixed hairstrand length) I am faced with a problem called the brachistrochrone problem. The results I have will need elliptic integrals and special functions like Jacobi's elliptic functions. The great thing about this is that it totally generalizes trigonometric functions and has more applications (in function theory they are denoted as sn, cn, etc.). I think Manuel wanted to publish some "math" results from makehuman, maybe this will give him the chance :) 

PS: unlike wordpress, blogger is really not a great place to show equation.. *sigh* why dont we use wordpress :P google isn't everything you know. 

9 comments:

  1. This comment has been removed by the author.

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  2. Try to insert an image with as source http://chart.apis.google.com/chart?cht=tx&chl=x%20=%20\frac{-b%20\pm%20\sqrt%20{b^2-4ac}}{2a} :D

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  3. Docs are here http://code.google.com/apis/chart/docs/gallery/formulas.html

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  4. I know hair are an important part of makehuman BUT couldn't you first make an official stable release doing well human generation ?

    It seams to me MH 1.0 is never ending you keepadding and changing features.
    Release early, release often, please.

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  5. Not everyone works on the same features and code, because each part requires other skills. Some people work on human creation as it requires modeling, other on features like hair as it requires mathematics, and yet others on platform specific support, because they have the equipment and skills for it. Since human creation requires modeling, and modelers who work for free are much harder to find than any other skilled person, the human creation is still done mostly by one person, and that won't change soon. So the rest of us can either sit and wait until that is all ready, or we can work on it in parallel.
    In case you are wondering, we have been actively trying to recruit more modelers, and have failed as many times. Without money it's hard to motivate anyone but programmers.

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  6. I noticed a bug in UV proyections on eyebrows and eyelash.

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  7. the bug is on a mhx import to blender

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  8. I could model a bit.. I told our boss about it, but I think he doesn't believe in my skills :P hehe

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  9. wo262. Not really on topic for this post, but anyway.

    Part of the bug has been fixed. I had stored faces and texture verts in my own template file instead of querying MH, so things got confused when the base mesh was modified. Apart from that, the textures have evidently not been updated yet.

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