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track the human model created in Maya/3D max

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Hi fellows (I am begginer in this field ,so dont metter if I confusing in termenology) Is somebody know ,how can I track the human model created in Maya/3D max from the c++ (openGl/directX)? I created the human model in 3dMax I know how to load this model to openGL but the problem is more complex I NEED TO USE PHISICS of human model In the Maya/3D max I can track the human figure using internal script languages (for maya it's "mel") in this case maya uses it's Phisics engene to move model for example: when I move one joint of the leg ,the other joints of the leg moves with regard to this moved joint but how I can do it from external code(OpenGl for example)? how can I use the advantage of the maya's human models phisics? for example how the gamedevelopers made the human models, and then animate(move) them in there C++(or other language) code? thanks ,every info. -tips,links and so on will help.

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Hi nefthy
the answer is "yes" and "no"
I need a skeleton animation ,but not nochengable one(such animation i can build in Maya).
I want to offer ,the ability to animate the human skeleton, from my program .

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it's really great tutorial for animating the models.
but my goals unfortunately is more complex

what I need is to move the model from my program like in Maya.

for example: in my program I drag the foot joint by the mouse

what I need is that the lower leg joint ,and upper leg joint

will be draged automaticaly.

this means that I need some physics engine ,specifically for human

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What you're looking for I believe, is Inverse Kinematics.

I'd love to give you more precise information, but I'm a beginner myself. So I don't know any outstandingly good sources for this, but the basic idea is that Kinematics is the process of animating a characters skeleton from the top down(IE, moving the shoulder, then the upper arm, then the wrist, then the hand...etc), Inverse Kinematics is almost the reverse. You'd move the hand, and it would use restraints built into each joint to move the rest of the bones in the model.

But to do all of this, you're models need a skeleton, so nefthy was going the right direction.

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Yes I read about this techniques
There are huge amount of the articles in the internet about this theme
for example some of the good ones:
this is the great starting articles to build your own
human model with physics like I told earlier

realistic rendering of human models

but building such model takes a lot of time (read theory, write code ,
and the most long period -testing ,debugging)
and I need to do this fast ,so I just checking for some models that
already done by someone and free source ,or implemented in some sdk or
some kind of library.

If you have some time go ahead ,build you own model.
I think it's a very exciting job.

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