{"id":111,"date":"2009-03-20T13:38:05","date_gmt":"2009-03-20T21:38:05","guid":{"rendered":"https:\/\/derickthompson.com\/crono\/?p=111"},"modified":"2009-03-21T11:16:29","modified_gmt":"2009-03-21T19:16:29","slug":"simplifying-contributions-mech-interface","status":"publish","type":"post","link":"https:\/\/derickthompson.com\/crono\/?p=111","title":{"rendered":"Simplifying Contributions &#8211; Mech Interface"},"content":{"rendered":"<p>At the pace of current conflicts, I don&#8217;t think it sounds pessimistic to point out that resources are surprisingly strained. This is most notable in the labor division &#8211; the trouble with pulling recruitment from refugees of other worlds is a simple one. Due to the fact that Verorox is a combination of technologies from dimensions spread far and wide, it becomes a strained process ensuring equal knowledge and training on any particular end regardless of what it is the individual seeks. A soldier is particularly hard set these days if he has no prior training, as his task is to be instantaneous relief, but in order to be effective, he has to have a at least a basic set of skills to be anything more than a hindrance. Thus comes the setup for one of my current projects .<\/p>\n<p>We live in an age where technology can not only teach us, but often time make up for our lack of experience while we do so. A standard mechanized armor unit is an incredibly powerful tool depending on both the model and the pilot. Converting ourselves into gigantic, metallic covered muscle, as a metaphor, allows us to do so so much. The trouble within, however, comes from the experience necessary to pilot such a craft effectively. Trying to translate human controls to a series of levers, buttons, pedals and the like is far more difficult than say, a car or boat or something with just a two-dimensional plain of thrust and direction, and the argument could even be made for aerial craft.<\/p>\n<p>So I made a simple observation &#8211; one that has in fact been made before, but has often been made on a personal, expert level. Most standard mechanoids are, in fact, just shaped as humanoids might be. Why must our movements and input be so drastic from this basic setup? There have been several instances of extremely customized interfaces for very mobile mechanoids to react directly to the input of their specific pilot, that is, that person&#8217;s bodily motion. To repeat this process for every would-be pilot, however, would be even more costly in both time and resources than our current pilot programs. But we are not seeking to outfit every pilot with something extremely customized. For most Marshalship Cadets or First Rank we are in fact simply trying to offer a mass-produced system for the average soldier. We need to create a basic skeletal interface for a generic mechanoid model that will allow a newly recruited soldiers to, quite simply, jump right in and join the fray.<\/p>\n<p>But that request is exactly what makes this problem so <em><strong>EASY.<\/strong><\/em> That problem has already been solved a long time ago, by none other than 3D environment modelers. The problem came about when trying to figure an efficient means of colliding a physique to a polygon mesh. It was an extremely tedious and costly process to retrofit a working physique to a set of arbitrary polygons every time one created a new 3D model. The solution devised was thus. You&#8217;ll have to pardon my rough simulation.<\/p>\n<p>First step, create your object mesh.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignleft\" src=\"https:\/\/derickthompson.com\/crono\/photos\/mech\/Sonya.JPG\" alt=\"\" width=\"573\" height=\"490\" \/><\/p>\n<p style=\"text-align: left;\">\n<p style=\"text-align: left;\">\n<p style=\"text-align: left;\">\n<p style=\"text-align: left;\">\n<p style=\"text-align: left;\">\n<p style=\"text-align: left;\">\n<p style=\"text-align: left;\">\n<p style=\"text-align: left;\">\n<p style=\"text-align: left;\">\n<p style=\"text-align: left;\">\n<p style=\"text-align: left;\">\n<p style=\"text-align: left;\">\n<p style=\"text-align: left;\">\n<p style=\"text-align: left;\">\n<p style=\"text-align: left;\">\n<p style=\"text-align: left;\">\n<p style=\"text-align: left;\">The mesh is thus outlined in a series of vertexes representing the breakdown of individuals two dimensional plains, polygons simply.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignleft\" src=\"https:\/\/derickthompson.com\/crono\/photos\/mech\/verts.JPG\" alt=\"\" width=\"570\" height=\"453\" \/><\/p>\n<p>Next a generic object representing a skeletal structure is overlapped with this mesh. This skeletal structure is also referred to as a biped.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone\" src=\"https:\/\/derickthompson.com\/crono\/photos\/mech\/frontbiped.JPG\" alt=\"\" width=\"567\" height=\"506\" \/><\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone\" src=\"https:\/\/derickthompson.com\/crono\/photos\/mech\/sidebiped.JPG\" alt=\"\" width=\"567\" height=\"423\" \/><\/p>\n<p>Now, with the proper fitting, a physique representing this bone structure can be automatically generated. Each vertex of the polygon mesh can then be attached to belong to a specific portion of this physique, and when the bone structure is animated, will follow in suit depending upon that vertex&#8217;s specific settings. The common settings are whether or not the vertex is deformable, stretching the length of its edge with surrounding vertexes, or not . This is where my observation comes in. Simply put, a standard design mechanoid is nothing more than a set of metallic polygons, all of whose vertexes could be represented as non-deformable. A setup like the following could then be easily generated.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" class=\"alignnone\" src=\"https:\/\/derickthompson.com\/crono\/photos\/mech\/Mech_Untextured.jpg\" alt=\"\" width=\"568\" height=\"411\" \/><\/p>\n<p>The final interface would only need be the following process.<\/p>\n<ul>\n<li>Convert the physical form of a mechanoid to a simulated mesh, similar to above.<\/li>\n<li>Create a generic biped suit, a few different sizes and stretchable fits for average pilot builds.<\/li>\n<li>Run the physique generation process on this biped to connect it to the mesh. Now any actions made by a pilot who fits this suit will be translatable to the mesh.<\/li>\n<li>Forward simulated coordinate changes of the mesh to the physical unit itself.<\/li>\n<\/ul>\n<p>You now carry a system capable of mimicking human motion. Obviously, the common build of mechanoid for field combat or cultivation is nowhere near as quick or capable as the human body. But this process drastically reduces the necessity for immediate pilot training upon recruitment. Rather than the standard length of course, it could easily be retrofitted to a couple hour course detailing the methods of keeping your movements &#8216;stiff&#8217; so as to try to remain somewhat non-deforming as the mech itself, as well as learning to interact with the H.U.D. displaying current parameters of speed and vector limitations of the unit itself. Certainly, pilot instructions for proper units should still be an eventual requirement for those planning to remain specifically within that field, but this broadens the perspective choice of bulk pilots in emergency situations.<\/p>\n<p>Perhaps the best initial use of this system will not even be for combat, but will become a tool for cultivators being sent out to the recently proposed list of planets to be colonized and used for further resources. I&#8217;ll be looking to forward this proposal to the CoRe advisory council once I&#8217;ve gotten the proper proof and credentials. If any engineers aboard would be interested in helping me create a prototype mechanoid, I can focus on finalizing the forwarding interfaces, and we can get the schematics ready for generic use by the time the workers are ready to make their move. Please contact me immediately!<\/p>\n<p>-Crono<\/p>\n","protected":false},"excerpt":{"rendered":"<p>At the pace of current conflicts, I don&#8217;t think it sounds pessimistic to point out that resources are surprisingly strained. This is most notable in the labor division &#8211; the trouble with pulling recruitment from refugees of other worlds is a simple one. Due to the fact that Verorox is a combination of technologies from [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[5],"tags":[],"class_list":["post-111","post","type-post","status-publish","format-standard","hentry","category-weaponry-and-tools"],"_links":{"self":[{"href":"https:\/\/derickthompson.com\/crono\/index.php?rest_route=\/wp\/v2\/posts\/111","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/derickthompson.com\/crono\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/derickthompson.com\/crono\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/derickthompson.com\/crono\/index.php?rest_route=\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/derickthompson.com\/crono\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=111"}],"version-history":[{"count":11,"href":"https:\/\/derickthompson.com\/crono\/index.php?rest_route=\/wp\/v2\/posts\/111\/revisions"}],"predecessor-version":[{"id":120,"href":"https:\/\/derickthompson.com\/crono\/index.php?rest_route=\/wp\/v2\/posts\/111\/revisions\/120"}],"wp:attachment":[{"href":"https:\/\/derickthompson.com\/crono\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=111"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/derickthompson.com\/crono\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=111"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/derickthompson.com\/crono\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=111"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}