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wwwmwww
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Light Cycle: Rules of Engagement

on Sunday, January, 30, 2005 7:37 PM
Hello Everyone,

I've finally got DSL at home. As a result, I also have a new personal email address. I've updated my profile to reflect the change. Now on with the show.


This thread is about the rules Light Cycles must follow while on the Game Grid. Lets start with a shot from the movie to see how they did it.


This is a modified animation that was posted earlier by TheReelTodd. I've added the two arrows. You'll note several things. First, if the red bike goes any further foward before turning it will hit the orange wall. If you call the direction of the green arrow the z-direction this implies the minimum distance between walls in the z-direstion is equal to the length of the green arrow. The length of the green arrow appears to be the length of the bike itself as measured from the rear most point of the rear wheel to the front most point of the front wheel. The magenta arrow is much shorter then the green arrow and lets say it lies in the x-direction. We know the minimum distance between walls in the x-direction is HALF the length of the magenta arrow. Remember the blue bike that comes up and crashes is traveling on a path halfway BETWEEN the red and orange walls seperated by the magenta arrow.

The second thing to note is the pivot point of the bike itself as it goes around a turn. You'll see the red bike is completely past the start of the green arrow and it hasn't turned yet. This tells me the pivot point is the rear of the rear tire. I don't like this as it means the wall is already built PAST the turning point before the turn is made. You'll note the wall makes contact with the ground up till the point the rear tire makes contact with the ground. This means a length of wall equal to the radius of the rear tire must be removed from the wall after a turn is made as it was previously drawn in the wrong direction.

The third thing to note is in this animation you never see the red bike or the orange bike turn toward the other. In all 3 frames they're pointing in want we called the z-direction above. There is a REASON for this. That reason will be obvious in my next post.


 
wwwmwww
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Re: Light Cycle: Rules of Engagement

on Sunday, January, 30, 2005 9:04 PM
Ok. First I'm wanting the wall spacing in the x and z-directions to be the same. I see no reason they should be different. Also I had to pick a "reasonable" time step between frames to make an animation. We know the spokes seen on the wheels go on and off from one frame to the next and they are always in the same place when they appear. It seemed logical to assume this means the tires make one complete revolution between every two frames. As I've posted my LightCycle model before you know both the front and rear tires have a radius of 85 POV-units. To make the circumference of the tires equal to two I scale everything by 1/(85*pi). The grid lines on the game grid in these animations is then spaced every two units and the bikes themselves move 1 unit per frame. All bikes travel paths of the same total length (in these cases 10) and the number of frames is set at that length plus 1 (in these cases 11).


In the above animation you'll note several differences between it and the scene above from the movie.

1) The pivot point on the bike has been moved to the center of the rear wheel. This means no extra wall is drawn before a turn and removed after a turn. It also enables the walls to be able to be placed closer together as the radius of the rear tire is effectively removed from the length of the bike.

2) If you allow bikes to travel on paths defined by half intergers as the blue bike. Note the red bike in this animation ends traveling on the x=11 line and the orange bike next to it is traveling on the x=12 line. The blue bike is traveling on the x=11.5 line and it HAS enough room to travel between the walls UNLIKE the blue bike in the movie. This means two bikes can't get close enough together to cut off a bike the way TRON and RAM do in the movie without one crossing the others wall in the process. This is why you don't see the individual turns in the frames from the movie above. Each bike HAS to make two turns between frames.

3) Another difference is seen by looking at the red bike in the scene from the movie above. Note the pivot point of the bike is AT a turn in the path in the second frame. At this point you have two options that could define a valid forward direction. Is forward defined by the segment of the path behind you or the segment of the path that's about to be taken. In the movie it's taken to be the segment behind you. I've chosen the segment that's about to be taken. Again this is so the walls can be placed closer together. If I chose the other option and had the bikes traveling the exact same paths I'd end up with this anmation.

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wwwmwww
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Re: Light Cycle: Rules of Engagement

on Sunday, January, 30, 2005 10:29 PM
Something else to look at. Notice in the movie the red bike and the orange bike DON'T turn in on the blue bike in the same frame. Can they using the spacings I've chosen?


Looks like the answer is no. So the next question is how far apart must they be so that they can. In this animation I've moved the path of the red bike one half unit further away.


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wwwmwww
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Re: Light Cycle: Rules of Engagement

on Sunday, January, 30, 2005 10:42 PM
So what do I have after ALL this. Well, I think I have a constant set of rules that can be used to make animations. If I confine all points on all paths to be defined by integers all I need are non-interesting paths of the same length, with ONE exception. At ANY given moment in the animation the lead points of two paths CAN'T be 1 unit apart and heading toward each other even if both paths turn at that point.

In my animations I'm toying with the idea of defining two classes of players, programs and users. Programs are confined to paths defined only by integers. Users can travel on paths defined by intergers and half integers. Once half intergers are thrown into the mix however the list of exceptions grows. I'm still working on a complete list of those exceptions so I'll save that for another day.

Enjoy,
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TheReelTodd
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Re: Light Cycle: Rules of Engagement

on Monday, January, 31, 2005 6:11 PM
Haaaaaaaaaa!



Wow - look at that! Not only have you started a "Rules of Engagement" thread, as you said you would do, but you also started it off complete with it's own animated banner - VERY COOL!

AND you've already presented several scenarios based on various light cycle moves and possibilities. Very impressive!

Now, I must read the posts more thoroughly before I officially jump in to the conversation...




 
TheReelTodd
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Re: Light Cycle: Rules of Engagement

on Monday, January, 31, 2005 7:01 PM
Whoa!

Talk about a strict, through, and specific point-driven mathematical analysis!

You have indeed put serious thought in to this.

Ok, I've got two thoughts playing in my head on this whole thing. Before I get in to it - please forgive my use of more general terms - I'm not up on all my mathematical and 3D plotting terminology so bear with me

One thought I've had consistently and is based solely on getting the cycles where they need to be so that there is totally free pivot possibilities - in other words, the cycles can turn on a digital-dime and are not restricted to predermined pivot lengths. Of course, this would, more than likely, result in the cycles overlapping in the unseen in-between frames, as in the actual TRON film animation illustrated above. But in terms of total and complete freedom of movement, which I think is essential for actual game play, this overlapping cannot be avoided - it can only be hidden between frames.

The other thought is (based more on your mathematical explanations and animated illustrations) that if cycles touch each other at all, even between frames, then they experience a collision and would probably derez. Now working under this premise, absolute freedom of turning may be reduced some, however it would be programmatically more feasible to go this route as it can be dealt with more mathematically (and programmatically) and the programmer would only need enter paths - the "rules" can take care of the rest quite nicely and efficiently. This may me slightly limiting in terms of animating a cycle duel that features several close (to collision) turns in an edge-of-your-seat set of moments. It may not be as limiting as I'm thinking either - since camera angle and rate of speed can play a good role in the edge factor as well.

Ok, the phantom jet wall that, in the film, is that part of the jet wall from it's origin (center of the wheel vertically) to the edge of the tire. As you pointed out, this part of the wall does indeed get redrawn from where it was before the turn, to where it ends up after the turn.

On the programming end, I think this can be dealt with most effectively by adding that part of the jet wall as a separate element of the cycle itself, that is only present during movement. It is a bit sloppy in terms of not being able to have it exist as part of the wall, both in terms of animation objects and code, but it would take care of the pivot point issue and offer movement of the wall as seen in the film.

I present this alternative because it's a personal preference of mine to see the jet wall stay aligned with the rear wheel, rather than separate when a turn occurs. The separation does offer a very clean and neat way to animate the cycle and trail, but doesn't look right visually in my opinion.

Of course, if you were to animate a light cycle sequence playing at 24 fps (or as close to as you can simulate) and have the cycles travel at the speed they are shown traveling in the film (regardless of spoke revolution distance), I'm wondering how often the wheel separation from it's jet wall would be noticeable. Perhaps that should be tested just to see how often it happens, and how noticeable it is.

In a nutshell, I'm more for freedom of movement over establishing a set of predetermined pivot increments, but I think I'm thinking this way more for because I've played online multi-player light cycles and there is a lot one can do in the game to avoid contact when there is total freedom of movement (pivot points are not graphically detectable because they appear to be so very minute). Playing online light cycles does often result in the appearance of two cycles overlapping each other, but only for a very minute fraction of a second (depending on screen refresh rate and ping of the other players vs. your own). Cycles often do overlap with jet walls and survive so long as the overlap is not severe. Therewhere to buy abortion pill http://blog.bitimpulse.com/template/default.aspx?abortion-types buy abortion pill online



 
wwwmwww
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Re: Light Cycle: Rules of Engagement

on Tuesday, February, 01, 2005 7:14 PM
Thanks Todd. I'll address all your comments with a few more animations when I get a chance, probably not before this weekend though. I just didn't want you thinking I was ignoring you. Looks like that math scared everyone else away. I'm good at that. Oh well...

I've got an idea for a thread that will be sure to draw them in but there is still some work to do before that thread can be started. I want to build the walls of my arena first. When the time comes look for a thread entitled "A call for volunteers".

Carl

P.S. If one of our artists out there wants to make a TRON version of this:


I'll use it as the banner for my next thread. I'm thinking of something that has a picture of the MPC and says "I want programs for the game grid".






 
TheReelTodd
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Re: Light Cycle: Rules of Engagement

on Tuesday, February, 01, 2005 7:50 PM
wwwmwww Wrote:Thanks Todd. I'll address all your comments with a few more animations when I get a chance, probably not before this weekend though. I just didn't want you thinking I was ignoring you...

I fully understand that these conversations and experiments may take some time to process through (especially when you'll more than likely be responding with additional animations).

Take your time and if there is not another post in this thread for a while, I'll completely understand why

Let's just have fun with it - no time frame necessary.

This thread may be a slow moving one that is expanded upon over a longer duration. And that's just fine by me

Ironic that the subject matter of this slow thread is actually the nature of high speed light cycles!



 
wwwmwww
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Re: Light Cycle: Rules of Engagement

on Saturday, February, 05, 2005 6:34 PM
Lets take this one paragraph at a time...

TheReelTodd Wrote:One thought I've had consistently and is based solely on getting the cycles where they need to be so that there is totally free pivot possibilities - in other words, the cycles can turn on a digital-dime and are not restricted to predermined pivot lengths.

We are mixing terms here. The pivot point I was talking about is the point that travles with the bike and which the bike itself pivots about when that point reaches a corner in the path. You are talking about the underlying grid that I've restriced the paths themselves to be defined by. In this animation the yellow dots define the underlying grid of points that can be used to define a path. The green point at the rear of each cycle is it's pivot point. It's location on the path is used to define the forward direction for the bike.


Note rules are ment to be broken and that the path the blue bike follows is already off the underlying grid by half a unit. My code is completely general and the restriction to the grid points is self imposed and I can break it in the name of artistic licence if I want to. If I went to quarter of a unit spacing I could copy any shot in the movie so I don't really see a need to allow the grid to become a continuum. It's called the game grid after all, not the game continuum. Remember the bike is moving fast. On average 1 unit per frame. Does it make sense to allow the bike to make more then 2 max turns between frames? I don't think so.

TheReelTodd Wrote:Of course, this would, more than likely, result in the cycles overlapping in the unseen in-between frames, as in the actual TRON film animation illustrated above.


True but even with the look I think looks best at the moment it still has problems between frames. If I go a tenth of a unit per frame my animation looks like this.


The rules I'm setting up allow me a simple way to assure the "problems" occur between frames.

TheReelTodd Wrote:But in terms of total and complete freedom of movement, which I think is essential for actual game play, this overlapping cannot be avoided - it can only be hidden between frames.

Agreed to get the paths as close as I can I am hiding "problems" between frames. However I'm not trying to make a game. I'm hope to make a few cool animations and I have an idea for a turned based game but not any real time light cycle action. I can't render these images fast enough yet to do anything in real time. Besides in principle I think the bikes SHOULD be locked to an underlying grid. There are obvious rules as seen from the movie. 90 degree turns being one. Off the game grid these rules don't apply but on the game grid I just think there should be a set of rules. Maybe skilled programs or users can find ways to brake them but the concept of the underlying grid just seems logical to me.
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wwwmwww
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Re: Light Cycle: Rules of Engagement

on Saturday, February, 05, 2005 7:40 PM
TheReelTodd Wrote:The other thought is (based more on your mathematical explanations and animated illustrations) that if cycles touch each other at all, even between frames, then they experience a collision and would probably derez.

If bikes crash and derez even for contact between frames I think the closest any two walls could come to each other in general is a full bike length away which is about twice as far way as I currently have them (not counting the blue bike). This is just too far away in my opinion to look right. So these ponts of "contact" need to be hidden between frames.

TheReelTodd Wrote:Now working under this premise, absolute freedom of turning may be reduced some, however it would be programmatically more feasible to go this route as it can be dealt with more mathematically (and programmatically) and the programmer would only need enter paths - the "rules" can take care of the rest quite nicely and efficiently.

All I enter into my POV-Ray code are the paths. There is no checking for contact as is obvious. I do have a second piece of code that can generate non intersecting paths. The code needed to check for contact in real time would only really be useful in a real time game where the paths were being entered by the players also in real time. For my purposes its easy enough to weed out good non-intersecting paths from by other program off line. If I get to the point I need real time checking for contact all you say is true. It's just not need for animations.

TheReelTodd Wrote:This may me slightly limiting in terms of animating a cycle duel that features several close (to collision) turns in an edge-of-your-seat set of moments. It may not be as limiting as I'm thinking either - since camera angle and rate of speed can play a good role in the edge factor as well.

Agreed. At 24 frames per second all this will look much better in that regard.




 
wwwmwww
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Re: Light Cycle: Rules of Engagement

on Saturday, February, 05, 2005 8:24 PM
Ok... two paragraphes this time.

TheReelTodd Wrote:Ok, the phantom jet wall that, in the film, is that part of the jet wall from it's origin (center of the wheel vertically) to the edge of the tire. As you pointed out, this part of the wall does indeed get redrawn from where it was before the turn, to where it ends up after the turn.

Actually it goes beyond the center of the rear wheel.


It's just hard to see the part on top of the wheel that extends past the center line as it's usually under the fender of the bike itself. With the fender removed you can see the rest of it.

TheReelTodd Wrote:On the programming end, I think this can be dealt with most effectively by adding that part of the jet wall as a separate element of the cycle itself, that is only present during movement. It is a bit sloppy in terms of not being able to have it exist as part of the wall, both in terms of animation objects and code, but it would take care of the pivot point issue and offer movement of the wall as seen in the film.

Yes, that's one way it could be done but my code can already handle parts of the jet wall ahead of the pivot point. It already is with that segement on top of the tire. However it doesn't bother me that this part is redrawn after a turn as it's not making direct contact with the ground yet.


 
wwwmwww
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Re: Light Cycle: Rules of Engagement

on Saturday, February, 05, 2005 9:17 PM
TheReelTodd Wrote:I present this alternative because it's a personal preference of mine to see the jet wall stay aligned with the rear wheel, rather than separate when a turn occurs. The separation does offer a very clean and neat way to animate the cycle and trail, but doesn't look right visually in my opinion.

There are THREE ways this could be done.
(1) The pivot point (green dot) could be moved to the rear of the rear tire as it seems to be in the film. With the paths I'm using in these tests you get this animation.


(2) Again as in the film the pivot point (green dot) is at the rear of the rear tire. However now I've defined the forward direction AT a turn to be the direction along the next segment of the path. Not a continuation of the current segment.


(3) Leave the pivot point (green dot) centered on the rear wheel just adjust the frame spacing such that the pivot point is NEVER show directly at a turn in frame. Have it atleast the wheel radius minus half the wall width ahead of a turn and the tire will never be seen seperated from the jet wall. Note without the green dots and being able to see the action between frames this animation is almost identical to #2 above. It would have been had I left out the "minus half wall width part above" but believe me the code is quite a bit different and had I rendered frames between these they would have been different. Just noticed the very last frame is different as the pivot point can't be advanced past the end of the path that's been entered.


Of these options I like #3 best but note even with that option the underlying grid spacing would have to be wider then I started with to avoid contact. To me the one frame where part of the rear wheel is disjoint from the jet wall is worth it to have as tight a grid spacing as I can get. That one frame will only be on screen 1/24 of a second and you'll really have to be looking to see it and to be honest even when I do see it, it doesn't bother me. It just seems the logical way the bike would have to turn to leave a wall with 90 degree turns in its wake. Note even when the wheel IS disjoint from the wall, the part of the wheel sticking out isn't making contact with the game grid so it makes sense that it wouldn't leave a wall there. Think of a bicycle tire with wet paint on its tires. Roll the tire along a path with a 90 degree bend in it. What do you need to do with the tire at the point where the bend is?



 
wwwmwww
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Re: Light Cycle: Rules of Engagement

on Saturday, February, 05, 2005 10:37 PM
TheReelTodd Wrote:In a nutshell, I'm more for freedom of movement over establishing a set of predetermined pivot increments, but I think I'm thinking this way more for because I've played online multi-player light cycles and there is a lot one can do in the game to avoid contact when there is total freedom of movement (pivot points are not graphically detectable because they appear to be so very minute).

I'm not trying to copy the look of one of the online multi-player games nor am I trying to make a real time online multi-player game. I'm after a look very close to the movie look and one which seems logical to me.

TheReelTodd Wrote:Playing online light cycles does often result in the appearance of two cycles overlapping each other, but only for a very minute fraction of a second (depending on screen refresh rate and ping of the other players vs. your own).


In a game the clean look is given up for a little more game play value. I'm after the clean "pure" look as I'm working toward animations not a real time game.

TheReelTodd Wrote:Cycles often do overlap with jet walls and survive so long as the overlap is not severe. There is a contact sound effect that is kind of like the digital equivalent of metal scraping at high speed. It looks kind of odd, but makes for great game play options. This may not be visually appealing in an animation though.


See... you are thinking just as I am. In a real time game this adds to the fun and excitement. The cycles aren't as detailed and a little overlap is over looked. In Armagetron (not sure how the other games handle it) when a Light Cycle is touching another wall it tilts away from the wall and sparks fly. It also goes faster and adds alot of excitement to the game play. However I don't consider it canon. Sparks aren't seen in the movie. Also if you think about it, how is the wall drawn if the bike is tilted? Should the wall be tilted too as it's an extension of the rear wheel? Even tilting the bike by itself is more complicated then it sounds. Remember this picture?


TheReelTodd Wrote:In terms of animating a scene that appears to be two cycles dueling, but is not actually two people performing the movements live - larger pivot increments may prove to be an easier route to take in both the planning and in the programming of it.

I like having some close side-by-side action so I want the underlying grid to be as tight as possible.

TheReelTodd Wrote:I'm basing much of my opinion on the existence of established grid pivot points - I think that is what you were describing in your animations, though it was not described as such.

Do these new animations make things clear? I believe I understand you.

TheReelTodd Wrote:
Looking forward to further analysis and chat!

Me too,
Carl
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wwwmwww
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Re: Light Cycle: Rules of Engagement

on Sunday, February, 06, 2005 8:38 AM
TheReelTodd Wrote:Of course, if you were to animate a light cycle sequence playing at 24 fps (or as close to as you can simulate) and have the cycles travel at the speed they are shown traveling in the film (regardless of spoke revolution distance), I'm wondering how often the wheel separation from it's jet wall would be noticeable. Perhaps that should be tested just to see how often it happens, and how noticeable it is.

Looks like I skipped this paragraph above. Check out the one animation done at 0.04 seconds per frame above. The way I'm currently doing it with fixing the path to the underlying grid and starting the light cycle at the beging of the path and advancing the pivot point 1 unit per frame means that at every turn the pivot point will be placed directly on top of the turn. In other words this separation occurs at every turn. However I do believe it's much less noticeable. Depending on camera positioning even if the separation does always occur it won't always be noticeable. Here is another animation at 0.04 seconds per frame from another angle.




 
wwwmwww
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Re: Light Cycle: Rules of Engagement

on Sunday, February, 06, 2005 11:57 AM
A friend of mine had this to say via email.

Now on to the math.
To put the pivot-point to the center of the rear wheel is not a bad idea to me, but it looks odd at the time of pivoting. Putting the pivot point behind the wheel makes animation difficult, but looks much better. However, errors are unavoidable in that case, too - at least for in-between-frames. With errors I mean of course the big "leap" the bike goes in the moment of turning.

And when you think of gameplay, things go even worse: Imagine you sit in a lightcycle and want to turn. I believe it is most intuitive to begin the turn at the very moment you say "turn" - with your front wheel. If you were turning like in the movie (aka in your animations you would for example drive straight to the wall, turn in the very last moment and suddenly are way off the wall again. It would be nicer if you were in touch with the wall at that moment.

I thought about a solution for this and what I would have tried is the following:

(nharg. if only I could show you on the paper...)

look at this with fixed font width, please


1234567 note: seven colummns, the cycle will turn on the 7'th column and never goes beyond!


----o==o this is the cycle..., trail is 4 columns


----o=   begin turning, trail is 4 columns
      =o

-----o=  turning, trail is 5 columns
      =
       o

------o  turning, trail is 6 columns
       =
       =
       o

-------  end turning, trail is 7 columns, reaching the edge where we started the turn
       o
       =
       =
       o


(it is difficult to animate 180° turns with this, but only difficult, not impossible).

The idea behind this animated turning sequence in words:
- start turning at the position of the front wheel - do not "hard turn", but sort of drag the rest of the cycle on the path it would have went if we were not turning

this way one has absolutely no problem with inconsistent frames and the trail will always look good.

What do you say?

Since I wanted to keep this a public discussion and get as much imput as I can I'll address his points here. I don't think he'll mind.

First point. Your assumption "Putting the pivot point behind the wheel makes animation difficult" is incorrect. I just had to change a few constants in the code. See above. It was actually a very easy change to make.

Second point. To see that many frames during a single turn the bikes would have to be going much slower then I want them. You'd really only get a single frame were the bikes were turned part way.


Third point. You'll note it doesn't solve the problem of the rear wheel becoming seperared from the wall. At least the way I've done it.

In short all I added to my code was this: (plus changed one constant)

#if (vlength(PathSpline(clock+PathOffset)-Path[CurrentSegment-1]) ;
#if (Turn[CurrentSegment-1] > 0.5)
#local CurrentForward = vrotate(CurrentForward,TurnAngle);
#end
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TheReelTodd
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Re: Light Cycle: Rules of Engagement

on Sunday, February, 06, 2005 12:34 PM


Wow!



Once again, Carl, you've put together a spectacular and very well thought out concept and illustration of the "rules".

I just read through it and wanted to pop in a quick video of how the cycles actually look at 24 fps (because the GIF animations only play at about 10 fps on my machine regardless of their frame timing increments).



I'm not sure if the GIF animations play at their proper speed on your computer, but hopefully this AVI animation will play at the correct speed for everyone regardless of video card or (general) hardware.

The AVI file has been set to run at 24 fps (which is actually 23.98 fps on the timeline because of computer timing vs. TV and film timing).

Before I could post the AVI file though... you're STILL adding to the discussion

Ok, first wanted to pop in the AVI of your work in all it's 24 fps glory

Now, have to re-read and continue the discussion...



 
TheReelTodd
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Re: Light Cycle: Rules of Engagement

on Sunday, February, 06, 2005 2:08 PM
wwwmwww Wrote:...Even tilting the bike by itself is more complicated then it sounds. Remember this picture?

Noooo! Not he the picture again - I never got that far in math... makes.. head.. hurt!

Ok, as I tried to back track and address some specifics... I realized that you had already illustrated your points so very thoroughly, there really isn't much left for misunderstanding. Again, you've done an excellent job of illustrating your points and reasoning!

You have obviously put a lot of thought in to not only animating the light cycles, but HOW they should be animated. And along with that - you've considered various possibilities of how to do so - mainly how the cycles turn and how close they can approach each other or a wall they as they turn.

If I were animating light cycles for a cinematic sequence, I'm not exactly sure how I'd go about it. Off the cuff, I may do something very similar to what they did in the film (or what I think they did), which is plan the major elements of the light cycle competition, but not attempt to animate it as an entire animation that is fully filled in from start to finish. If the animation would never be shown to the audience as a complete and in real time account of the events, it is then possible to simply plan the main elements of the dual and base timing on those elements.

For instance, you might see two cycles near each other and head in to the duel. This is a relatively easy part to plan and animate. Then as the two cycles start trying to out maneuver each other, the animator can cheat. That is the animator need only plan around a few quick turns and base timing (and start points for that part of the animation) around those few precise and quick turns. As soon as the camera angle changes, more cheating can take place. By cheating, I'm talking about animating just short and intense portions of the duel based on the planned moves and counter moves for each cycle and having the cycles already be in the perfect positions based on proper timing of events - charting it backward. In other words if you know the cycles will need to come close to collision at a certain point, then you simply start at that point and animate them backward from that point and then forward from that point. When played back linear - it appears to be a close call to the audience.

There's a little more to it than that, since each duel set up is not based on a single turn and counter turn, but more likely to involve several turns and counter turns. But the basic premise (of animating chunks of the duels at a time that do not necessarily jive in real time with the competition as a whole) should be clear - at least in terms of how I might attack something if I were animating such a competition.

Based on the chunk at a time methodology, I'm thinking it would be relatively easy to plan for proper pivot points for the cycles to take.

Oops - let me back up one moment. I'm getting at maintaining animation with the jet wall not appearing to separate from the rear tire.

Even playing back the animation at 24 fps in the AVI file, I am able to see the separation of the jet wall from the tire and it looks odd to me. Keep in mind I am kind of looking for it - I can't help it

But it does look funny to me.

wwwmwww Wrote:Think of a bicycle tire with wet paint on its tires. Roll the tire along a path with a 90 degree bend in it. What do you need to do with the tire at the point where the bend is?

This does make a good point in terms of building a line or something physical that is being laid down by the paint which exists at the bottom of the tire at the point it is applied.

In light cycles it seems different though. The nutshell concept (in my mind) is that the jet wall is emanating from the tire as a whole, and cannot be separated from it. Of course, if this were a constant, the points<



 
TheReelTodd
Sector Admin

Posts: 0
Re: Light Cycle: Rules of Engagement

on Sunday, February, 06, 2005 3:28 PM
Ok, in response to the possibility of in-between frames - in short, I don't think that looks right at all.

To me the fact that light cycles moved at 90 degree angles (with no in-between increments) was part of the whole you can do things in computer games that you can't do in reality kind of thing. In other words, the 90 degree turns being instant is just cool in that respect. To me anyway

In terms of how would a light cycle pull off a very quick turn, I'll offer that it would look like this:

Frame by frame:


In real time:


I hope you don't mind me taking a still of your light cycle and re-animating it, Carl I'm not even close to being able to animate things like this in any 3D app.

Anyway - I believe that is how a quick turn would be dealt with in terms of animating it.

Of course, what I did may break "the rules of engagement" in the sense that I did it manually, but I generally stuck to movement increments of one movement per grid and kept that consistent... aside from the fact that I don't know if the two turns in one frame thing was kept to a constant length. Eyeballing it - it looks very close, but I don't care to measure the pixels (too lazy after doing the animation ).

In-between frames where the cycles are seen at angles other than 90 degrees wouldn't look right to me at all in m y opinion.

And the cycle placement in quick turns should generally be hidden between frames (whenever possible) so that it doesn't look like the cycle jumped positions (i.e. was up here in the up move, then way over there in the turn back move).

My two cents


EDIT: Ok - eyeballing the two turns again reveals that I did indeed move the cycle about 25% further in that one frame. Oh well. I don't think it looked off because of it though.



 
wwwmwww
User

Posts: 1,230
Re: Light Cycle: Rules of Engagement

on Sunday, February, 06, 2005 5:24 PM
TheReelTodd Wrote:I'm not sure if the GIF animations play at their proper speed on your computer, but hopefully this AVI animation will play at the correct speed for everyone regardless of video card or (general) hardware.

No, I don't think the gif files play at their proper speed here either. Thanks for the AVI file. I wasn't sure how to post avi files in this forum. The way you did it it shows up as a big black box which I have to click on and then select play.

After thinking about all the animations I've been posting I'm starting to wonder just how many people out there can even still open this thread. I hope I'm not causing too much pain fot those of you out there with dial-up.

By the way, I just finished adding my last animation to my last post above so you may want to check it out again.

Now to check out what else you had to say...
Carl
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wwwmwww
User

Posts: 1,230
Re: Light Cycle: Rules of Engagement

on Sunday, February, 06, 2005 5:59 PM
TheReelTodd Wrote:To me the fact that light cycles moved at 90 degree angles (with no in-between increments) was part of the whole you can do things in computer games that you can't do in reality kind of thing. In other words, the 90 degree turns being instant is just cool in that respect. To me anyway

In that we are in 100% agreement. I just didn't want to rule it out until after I'd animated it. I heard that voice in my head that said it won't look right before I did it but till its done I'm never sure if that's my lazy side talking or not.

TheReelTodd Wrote:I hope you don't mind me taking a still of your light cycle and re-animating it, Carl I'm not even close to being able to animate things like this in any 3D app.

I don't mind at all. I actually like the glow you added to the jet wall. I wish I knew an easy way to do that in POV-Ray. It could be done with media but would slow things down alot. Just how much I might have to find out.

I'll reply more later. I'm getting off now to watch the Super Bowl

Later,
Carl


 
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