Re: Ideas for communication -
21-06-2004
Actually, if you had a very good skeleton with many bones, all you'd have to do is give X joint move to XYZ where XYZ is the origin of the model, wherever that is.
So in all, it could be a very minor amount of data.
If you have ~64 joints (quite a few, for a model) you can store it as 6 to 7 bits (or just a byte if you want to round it off and support 'higher res' models) then you do each xyz as a few bytes. 2 or 3 ought to do it, after all if you do 3 bytes you get 16,777,216 points along each axis.
So assume you use 2 bytes (65536 points along each axis)
A hand signal could consist of:
[2 bytes for 'transition time' for each joing][1 byte reference to joint][2 bytes of X][2 bytes of Y][2 bytes of Z]
So all in all, you've got very, very little data. And you can use multiple bone references between each transition time by specifying transition time as having extra bits, or using indicators at the beginning of each 'frame' or what-not.
Sound on the other hand is more complicated.
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