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82.35% Reflections Of A Mad Scientist / Chapter 28: CREATING AN AI ANIMATION SOFTWARE OUT OF AN AI IMAGE GENERATION SOFTWARE

章節 28: CREATING AN AI ANIMATION SOFTWARE OUT OF AN AI IMAGE GENERATION SOFTWARE

CREATING AN AI ANIMATION SOFTWARE OUT OF AN AI IMAGE GENERATION SOFTWARE

REQUIREMENTS

To do this, we'll need to define specific limitations centred around certain Laws Of Physics such as the Laws Of Gravity and Balance, Magnetism that prevents Solid Objects from overlapping Positions as well as Angular Limitations that define the Axis and Constraints of Movement by overlapping Angular Constraints with simulations of the Actual Movement Constraints of The Skeletal/Structural Framework and Structure of Multiple Living Creatures and Movable Objects.

BALANCE AND CENTRE OF GRAVITY

This will be centred on Laws that impose certain Centre Of Gravity Limitations on specific Movable Objects by aligning their positions with the Position/Topography of the Ground. To achieve this, each part of the body must be assigned a 'Conceptual Weight'. This measure then allows one to determine the amount of load that needs to be exerted on a specific part of the body to cause a collapse. (Basically, a Pressure Point Strike).

MAGNETISM

We'll need to assign to the Objects within the Generated Environment 'Specific Magnetic/Elemental Parameters/Marks that determine the effects the interaction one object has with another object causes to both objects. These Marks are 'Elemental Identifiers/Codes' that determine things like 'how two solids interact', 'how a solid interacts with a liquid or gas', 'how a liquid interacts with a specific gas', 'the effects of one element on another' etc. Whole principles like 'Flotation', 'Aerodynamics', 'Condensation', 'Evaporation', 'Pressure', 'Magnetism' revolve around these Principles.

RIGGING

These are Laws that determine the Constraints Of Motion imposed on Movable Objects and revolve around principles such as 'The Lever' and 'The Pulley'. Rigging can be achieved in two ways.

THE GENERATION OF THE SKELETAL/STRUCTURAL FRAMEWORK AND THE IMPOSITION OF CONSTRAINTS ON A MOVABLE OBJECT

By generating the Skeletal/Structural Framework Of The Movable Objects, one can determine the Constraints/Limitations of The Movable Objects. (First Man is created from dust, then forbidden to eat from the Tree Of Knowledge). In other words, the Structural Framework is generated first before the Constraints/Limitations are imposed. By generating the Structural Framework, one can determine the Constraints of the Moveable Parts Of The Framework via understanding the Angular Limitation/Constraint of each Joint that composes the Framework in relation to the Position and Dimensional Axis Of Each Movable Part/Joint. Joints are basically points of interaction between two separate parts of the Body/Framework in relation to a Dimensional Axis that determines the position of each Joint. Every Part of The Body that has a Movable Joint shall then be imposed with an Angular Constraint that mirrors the actual Angular Constraint of its Physical Counterpart in the Real World. This ensures that the Framework does not perform movements exceeding the level of Force needed to maintain a joint thus moving the joint into a position that causes its own destruction.

MAPPING OF MOTION

Once the aforementioned task is complete, the next step is to animate simple motions centred around each joint that obey the constraints imposed on each joint within the Framework. Each of these Motions shall then be assigned to an 'Animation Variable'. Through the combination of Animation Variables, smaller joints can become 'Nested Animation Variables' within 'Larger Joints and Animation Variables' (the whole concept of Hierarchy/Organizational Hierarchy/Principle of Ancestry) thus making the movements of the Framework very precise and also increasing the Level of Complexity of The Framework's Movements which can then be determined by input or assignment of these variables to the Framework by the User. It then becomes possible to Auto-Generate Animations Of Multiple Objects be they 'Living Objects' or 'Mechanical Objects'. The best part of this is that the AI can then be converted into an Engine that runs 'Autonomous Robotic Systems' designed for multiple objects. Since the AI can easily generate the Structural Famework of the Object, the Object can easily be 3D Printed with all its Mechanical Parts. The AI can then be installed within it to automate its movement or to cause the Object to act according to instructions from the User. (Finally, the Soul is placed in the Body, my work is done, I can now sleep).


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