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IL-2 Sturmovik: Cliffs of Dover Latest instalment in the acclaimed IL-2 Sturmovik series from award-winning developer Maddox Games.

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Old 12-23-2011, 02:18 PM
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JG52Uther JG52Uther is offline
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Originally Posted by kendo65 View Post
[I]

Anyone know what 'reverse kinematics' means??!
Wiki says:
Inverse kinematics is a subdomain of kinematics, which is of particular interest in robotics and (interactive) computer animation. In contrast to forward kinematics, which calculates the position of a body after a series of motions, inverse kinematics calculates the motions necessary to achieve a desired position.

Examples of problems that can be solved through inverse kinematics are: How does a robot's arm need to be moved to be able to pick up a specific object? What are the motions required to make it look like an animated character is picking up an object?

Solving these problems is usually more involved than simply moving an object from one location to another. Typically, it requires the translation and rotation of a series of interconnected objects while observing limitations to the range of motions that are physically possible—A robot might damage itself if mechanical limitations are disregarded; An animation looks unrealistic if a character's hand moves through their own body to pick up an object located behind their back
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Old 12-23-2011, 02:19 PM
Ali Fish
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13. Will the UBI intro .wmv video issue be finally corrected? Today it clocks down the ATI cards to 2D-power saving mode, and gives really poor performances to the users that do not delete or rename it. That is most of ATI users I guess.
http://forum.1cpublishing.eu/showthread.php?t=28054
Can we have a static pic of the Ubi-logo instead of the video? That would save us from clocked down ATI-cards and you from programming a workaround.

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We’ll have to look into this.

SHEESH iam thankfull to read this stuff, but for crying out loud ! its painfull.
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Old 12-23-2011, 02:25 PM
kendo65 kendo65 is offline
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Originally Posted by JG52Uther View Post
Wiki says:
Inverse kinematics is a subdomain of kinematics, which is of particular interest in robotics and (interactive) computer animation. In contrast to forward kinematics, which calculates the position of a body after a series of motions, inverse kinematics calculates the motions necessary to achieve a desired position.

Examples of problems that can be solved through inverse kinematics are: How does a robot's arm need to be moved to be able to pick up a specific object? What are the motions required to make it look like an animated character is picking up an object?

Solving these problems is usually more involved than simply moving an object from one location to another. Typically, it requires the translation and rotation of a series of interconnected objects while observing limitations to the range of motions that are physically possible—A robot might damage itself if mechanical limitations are disregarded; An animation looks unrealistic if a character's hand moves through their own body to pick up an object located behind their back
Thanks for the reply, JG52Uther.

Unfortunately I'm not sure I understood it any better than Addman's reply

Sounds impressive though.
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