Featured in this video, we have...
- 139 key hairs (generated from the geometry of a decimated input mesh)
- Demonstration of the ability to control a dynamic rigid body's angular/linear velocity with keyboard input
- Nullification of gravity
- Removal of the oscillation caused by the "springs" that keep the hairs anchored to the head
Goals for the weekend:
- Generate key frame data that specifies the position and orientation of a "master control node" at each frame (for example, a nod would be approximated by a change in node orientation every x number of frames); save this data in a file ("nod.kf")
- Parse the .kf file and store its data in a dictionary whose keys are frame numbers and values are position/orientation vectors
- Develop a simple GUI that allows the user to change the position/orientation of a rendered master control node according to the parsed .kf data (i.e. "play" a .kf animation)
- Plug Bullet into the GUI and use control laws to extrapolate the linear and angular velocity necessary to move the head rigid body so that its position/orientation matches that of the master control node (rendering the head rigid body isn't necessary, but it would be lovely to implement for debugging purposes)