Incremental Realism
- Forearm deformation
- one fairly easy improvement is to twist the vertices of the forearm segment as the elbow
joint rolls (pronation/supination)
- Shoulder
- very unrealistic if treated as a simple joint
- the ranges of values for its DOFs are highly interdependent. Jack addresses
this by using a concept they call "joint groups" - built-in algorithmic
correlations between the various DOFs.
- I'd prefer to solve the problem by modeling the shape of the bones and muscles
involved.. An intermediate step could be defining solid angles for DOF range instead of a
linear range
- Spine/Torso
- similarly, the torso is very unrealistic if modeled as a rigid segment
- could be addressed by modelling the spine as a series of vertebral joints, but then a
method is needed to calculate where the torso's mass/skin moves as a result of spine
position
- Breathing
- subtle, periodic scaling of the humanoid's body could increase perceived
"aliveness"
- Eye movement
- Sound
- humans are not silent animals
- all sorts of sounds should be produced from the collision and friction simulation
engines, as well as vocal noises, both correlating to facial motion and otherwise (e.g.
humming)