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Andy's picture

Basic animation in VRMath2

Animating cube

Animation in VRMath2 is still in the development stage. I have created some Logo commands to achieve some basic animation. Animation in Logo can be very powerful because it is very easy to move the turtle around in 3D space and collect its position and orientation for animation.

Here is a basic introduction of animation in VRMath2. The whole animation framework will be revised and more GUI will be developed to enable easy creation of animations.

Andy's picture

The infinite mobius space

Man walking in Mobius space

What if the world is a Mobius ring? Then would this man even walk to the end of the world?

A normal wrist band has inside and outside faces. If we cut the band, twist it 180 degrees then reconnect the band, then we have created a Mobius ring (or Mobius strip). A Mobius ring has only 1 face. You can observe the man walking continuously on the inside to outside, then inside, and outside again and again.....   

Knoblauch's picture

Hexahedron

Hexahedron

Introduction

Platonic solids are polyhedron which satisfy 3 conditions

  1. all its faces are congruent convex regular polygons,
  2. none of its faces intersect except at their edges, and
  3. the same number of faces meet at each of its vertices

Hexahedron

The most commonly recognised platonic solid, also known as a cube. 

Andy's picture

Walking man pacing a sqaure

Walking man

This is a test of animating an inline animation. In my previous walking man blog, I published an x3d file named walkman.x3d. In this blog, I tried to use the inline command to firstly insert the walkman.x3d as a single object (obj_0), then applied animation again onto this object.

The result is very succeesful. cool

Andy's picture

Walking man

Walking man

This is another test of animation in VRMath2. The construction of the man utilises basic 3D primitives including sphere, cone, sylinder, and cube. It is basically a trial and error approach to scale and apply material settings onto those 3D primitive objects. 

Animation is then applied to the arms and legs by careful considerations about their positions and orientations of movements.