angles in degrees | Time (0-1) | |||||
---|---|---|---|---|---|---|
waist_forward_angle | 0; 0; | 0; 1; | ||||
left_hip_joint_forward_angle | -35; -30; 30; 35; | 0; .2; .8; 1; | ||||
right_hip_joint_forward_angle | 35; -35; | 0; 1; | ||||
left_knee_forward_angle | -5; -35; -35; -5; | 0; .2; .8; 1; | ||||
right_knee_forward_angle | 0; 0; | 0; 1; | ||||
left_ankle_forward_angle | 0; 0; | 0; 1; | ||||
right_ankle_forward_angle | 0; 0; | 0; 1; | ||||
left_shoulder_joint_forward_angle | 30; -45; | 0; 1; | ||||
right_shoulder_joint_forward_angle | -45; 30; | 0; 1; | ||||
left_elbow_forward_angle | 45; 65; | 0; 1; | ||||
right_elbow_forward_angle | 65; 45; | 0; 1; | ||||
left_wrist_forward_angle | 0; 0; | 0; 1; | ||||
right_wrist_forward_angle | 0; 0; | 0; 1; | ||||
neck_forward_angle | 0; -10; 0; 10; 0; | 0; .25; .5; .75; 1; | ||||
eye_forward_angle | 0; 0; | 0; 1; | ||||
Skeletal action is controlled through the movement of joint angles over time. (Tom Calvert, SFU, Labanotation, etc.)
- For experimentation we use Scalable Vector Graphics (SVG) and Synchronized Multimedia Integration Language (SMIL).