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Posts tagged ‘models’

Little/Big Idea: Nodal App

February 26, 2011


I’d love to build an app, which basically only manipulated data/prototyped data. Basically you would import mesh data/nulls/shapes etc (possible create base types: nulls etc) and  rig/control them through a nodal work flow. I.e Max’s script controller in encapsulated nodes.

  • Import models, objects, point cloud data – possibly create nulls etc
  • Transforming wouldn’t need specific connections (i.e a transform handle node in Houdini)
  • Parenting would be done in the viewport and possible show up in a schematic type view

MotionBuilder similarities:

  • Each object would appear as a node or cluster (point cloud etc) – inputs/outputs being position/rotation/scale/xyz
  • Local/world space could be used as input output

XSI/Houdini Similarities:

  • Nodes could be grouped/compacted into digital asset/compound like object. i.e you could build an IK/FK compound
  • Vector operations on the models etc

Operations E.g.

  • add, subtract, multiply, inverse, transpose, dot, cross, power,exp, factorial, abs,ceil,floor,mod,arcLength,tangent, binomial
  • sin,tan,cos, acos

Case Types E.g.

  • If/else/elseIf/finally/then, continue/while, try/catch/throw/break

Value Types E.g.

  • integer,float,point2,point3,point4, matrix n*n
  • custom variables
  • pi, e, etc


  • Importing data – simple xml data, open customizable
  • Animation support?
  • Skinning support?
  • UV support? Masks?
  • Reference space – At one level we want to work on the object itself, at another we want to work on its vertices/knots etc. Operators need to handle both levels of abstraction.
  • Is this just for prototyping? (i like this) – need XML to export data to be readable in a standard web browser for translating in final app max/maya etc..

Maybe I’m just describing Houdini/ICE, but this would be purely for visualizing/manipulating object relative data –  custom subsystems e.g. iksolvers, rendering, animation layers, custom constraints etc etc..

More on XSI Compounds here:

Biotensegrity: The geometry of Anatomy

October 2, 2009


This is something I’m very interested in, its the study of tensional integrity (Buckminster Fuller) in biology. From an aesthetics point of view it would probably fit in the field of  dynamics – but I’m coming from the standpoint of evolutionary kinematic constraints. Essentially that the notion of our evolutionary movement can only conceivably  end up in our current form. Our wrists, shoulders, hips, spine etc can only work they way they work, because its the only way they can.

Now I’m not including ideas such as being double jointed etc, but from a general standpoint I find the ideas found in biotensegrity a sort of bridging of the mathematical  models we create in rigging and real world biology. We both end up with the same results – e.g. the spine in a tensegrity model and a mathematical one have the same limits, rotation spaces and constraints.

It is said that mathematics is a poor man’s representation of nature – but the fact that it can represent it with enough detail as being real its pretty exciting to me. Tensegrity i find is a beautiful connection between nature and maths.