# Animate Model Experiments

format_codebox('
; Pendulum RotateEntity Example 1 buggy first edition
; --------------------

Graphics3D 800,600,32,2
SetBuffer BackBuffer()

camera=CreateCamera()
PositionEntity camera,-10,3,-10
light=CreateLight()
pivot=CreatePivot()
cone=CreateCylinder(8,pivot)

ScaleEntity cone,1,5,1
PositionEntity pivot,0,4,20
PositionEntity cone,5,0,0

While Not KeyDown( 1 )

; Change rotation values depending on the key pressed
For degrees=110 To 220 ;Step 5 ; Step though all the degrees in a circle (360 in all)
Delay(2) ; Wait 5 milli secsonds.

; The next line calculates the Y coordinate of the point of the circle using the Sin
; command, and multiplies it by 100 (to get a larger radius, try and change it).
y=Sin(degrees)*100
y=-y ; Invert Y coordinate to represent it properly on screen.

; The next line calculates the X coordinate of the point of the circle using the Cos,
; command, and multiplies it by 100 (to get a larger radius, try and change it).
x=Cos(degrees)*100
pitch#=x
yaw#=y
roll#=0
TurnEntity cone,pitch#,yaw#,roll#

Next ; Give us another angle

UpdateWorld
Text 10,10," forward "+x+" "+y

For degrees=220 To 110 ;Step -5

Delay(2) ; Wait 5 milli secsonds.

; The next line calculates the Y coordinate of the point of the circle using the Sin
; command, and multiplies it by 100 (to get a larger radius, try and change it).
y=Sin(degrees)*100
y=y ; Invert Y coordinate to represent it properly on screen.

; The next line calculates the X coordinate of the point of the circle using the Cos,
; command, and multiplies it by 100 (to get a larger radius, try and change it).
x=Cos(degrees)*100

pitch#=x
yaw#=y
roll#=0
; Rotate cone using rotation values
TurnEntity cone,pitch#,yaw#,roll#

Next ; Give us another angle

UpdateWorld
Text 10,30," reverse "+x+" "+y
RenderWorld
PointEntity camera,cone
;Text 10,10," forward "+x+" "+y
;Text 10,30," reverse "+x+" "+y

Flip

Wend

End
')

Stay Sharp- Program! http:/www.geepete.com
(website is a work in progress! :)

So this is just the first entry- no code yet..
I would like to create an "Animation" procedure that works with 2 legged, 4 to 8 legged, and other misc. shape living creatures.

My first thought is that motion of "Limbed" life uses a pendulum effect for propulsion. Same as for grasping limbs- there is a neutral center position-1: Non moving, 2: forward moving 3: and then backward moving-

4 legged creature crawl or wiggle mode-center pivot for root- alternate left forward/right backwards:right forward/left backward movement for each "Step"
4 legged upright-"horse-lion-etc", center pivot and shoulder/pelvis for forward pair backwards pair- alternate fwd-backward pendulum pairs.

2-legged upright- center pelvis- left/right legs alternate simultaneous fwd-backward right-fwd then"plant as still" left fwd then "plant as still"

Flapping or semi circular reaction movement- (air or water)- center axis-left and right pivots- rotational limbed or folding limb pull motion** (this sounds better)

Stay Sharp- Program! http:/www.geepete.com
(website is a work in progress! :)