I got a mail the other day but was not able to reply due to some silly limit so I’m just doing it here in the hopes that Eliot sees it.
emack wrote on 01-16-2004 07:05 PM:
You might want to email Ton Roosendal about the upcoming Blender 3.0 project . . . there is probably a lot of overlap and you might find lots in common as well as people to help. Here’s the link about their 2004 plans.Eliot
Hey! Sorry about not getting back to you in a timely manner. I just discovered the cgtalk mail.
Thanks for that link. I’ll do some research.
From looking at past versions of Blender I have to say, that’s exactly why I want to make a 3D program. If you ask me (and I realize that this is just ‘my opinion’ and that most people who use it are happy with it) Blender has many great features… Excellent features even, trapped under one of the worst interfaces I’m had the misfortune of using (sorry). Just simple navigation can be painful for me. So, this is exactly why I want to make Oasis. To me, the interface of human and computer needs some polishing up and much more thought put into how people or animators in this case, interact with digital characters.
To me, all of the great technologies for 3D animation have just about been created. But they just need to be combined in the right way. Thus Oasis will be a merging of technologies that would otherwise exists in separate places. For example, I have an idea that I’ve been working on called the “Physical Animation Environment”. It’s really quite simple, as an animator drags objects around on the set, they’ll calculate for collision detection in real-time (or as close to it as possible). When something collides, it can either push that thing around or be stopped dead. Feet wont dip into the floor because Oasis sees this as an actual physical object. Characters cant put theyre hands through theyre faces and so on. The math behind this is simple game physics. Very well documented and many of the problems already worked out. The Skeletal system is based on a “Interconnected Masses” system which is very similar to a spring system in that it uses particles with mass and velocity and so on. They will pull each other around very easily. This makes a very cool dynamic IK-like system that doesn’t have the overhead of angle calculation. Just vectors. Plus, you can grab and pull from either end of the chain. It’s really cool and lots of fun. Again, this is simple math but has yet to be used like this. At least as far as Ive seen. 
Now, there’s nothing new about computer simulation at all. In fact, what I’m currently using is quite rudimentary. But, it’s never been used in quite the same way as this. So, it’s going to be more about the interface and ease of use then the actual hard core algorithms. I know that seems contrary to how most programmers think but I feel it’s a fresh look at the issues that currently exists.
Thanks again,
-=GB=-
^v^