Original Post
Hi. I'm researching for my Ph.D at the moment and I'm contemplating extending my current Real-Time Spider API so that it can climb across arbitary surfaces. At the moment, the spiders walk around a flat plane. See the screenshot here :
I've developed a bone/joint/limb system using Inverse Kinematics to model the way they walk. The blue targets near each leg tip on the spider represents the target point where the tip of the leg should try and touch. These move ahead of the spider in phase at all times. Now what I want to do is have these spiders walk across ANY surface. At first, this would be something like un-even terrain. But eventually, I'd like them to walk up walls and across ceilings (an example would be a spider walking around a cube). I'd like to ask two questions in this thread. The first is : 1. Is anyone aware if this has been done before using a similar method? I'm refering to published papers here. I've done a lot of searching, but perhaps I haven't been using the correct keywords! I'm aware that spider walking has been done before, but I didn't see any research into getting them to walk around objects in a realistic manner. And the second, which is the main purpose of this thread : 2. How could I concievably go about doing this? Forget about the spider's leg targets for now. Imagine the spiders are just ground-hugging craft. What I want them to do is stay stuck to a surface or object at all times. I'm using Euler Intergration to move the agents around, so movement is based around changing direction continuously and *smoothly. *So, for example, if an agent is heading towards a target and then suddenly decides to approach a target behind it, it will not 'flip' around, but turn in an arc. I've managed to avoid the problem of orientation and position in 3D up to now because I've kept the Y plane constant - so the agents never take it into consideration when moving. Its 2.5D if you like. The agent's orientation is set to be the same as the NORMAL of the Y plane. I can grasp the idea of how I'd get an agent to 'skim' across an uneven surface (terrain if you will). Its position would be equal to the polygon height? at that point and its orientation would be equal to the polygon's normal...but what would happen if I stuck the surface hugging agents on a cube, where the surface changes at angles of 90 degrees? Can anyone point me in the right direction / give me some feedback / comment? I'm pretty certain I know what I want to do, but I have no idea what keywords I could use to search for info (papers, dissertations, articles etc). Thanks for reading. Any help would be great! Cheers, SFA.
I've developed a bone/joint/limb system using Inverse Kinematics to model the way they walk. The blue targets near each leg tip on the spider represents the target point where the tip of the leg should try and touch. These move ahead of the spider in phase at all times. Now what I want to do is have these spiders walk across ANY surface. At first, this would be something like un-even terrain. But eventually, I'd like them to walk up walls and across ceilings (an example would be a spider walking around a cube). I'd like to ask two questions in this thread. The first is : 1. Is anyone aware if this has been done before using a similar method? I'm refering to published papers here. I've done a lot of searching, but perhaps I haven't been using the correct keywords! I'm aware that spider walking has been done before, but I didn't see any research into getting them to walk around objects in a realistic manner. And the second, which is the main purpose of this thread : 2. How could I concievably go about doing this? Forget about the spider's leg targets for now. Imagine the spiders are just ground-hugging craft. What I want them to do is stay stuck to a surface or object at all times. I'm using Euler Intergration to move the agents around, so movement is based around changing direction continuously and *smoothly. *So, for example, if an agent is heading towards a target and then suddenly decides to approach a target behind it, it will not 'flip' around, but turn in an arc. I've managed to avoid the problem of orientation and position in 3D up to now because I've kept the Y plane constant - so the agents never take it into consideration when moving. Its 2.5D if you like. The agent's orientation is set to be the same as the NORMAL of the Y plane. I can grasp the idea of how I'd get an agent to 'skim' across an uneven surface (terrain if you will). Its position would be equal to the polygon height? at that point and its orientation would be equal to the polygon's normal...but what would happen if I stuck the surface hugging agents on a cube, where the surface changes at angles of 90 degrees? Can anyone point me in the right direction / give me some feedback / comment? I'm pretty certain I know what I want to do, but I have no idea what keywords I could use to search for info (papers, dissertations, articles etc). Thanks for reading. Any help would be great! Cheers, SFA.