December 08, 2005
Chameleon
Eric F and I have begun collaborating, sharing our workload for the final project. We have a few scenes where the lizard would travel through, adapting itself to its environment. In the last scene, he morphs his body into its environment.
The idea for the ending scene.

Posted by min at 12:14 PM | Comments (0)
November 09, 2005
3D Final Project Ideas
Project Check List: Conceptual Design
I have begun to model out my lizard-like creature. I see him going through a space, like a labyrinth of different textures, lightings, moving walls and have it change according to its environment. The user would have control of the lizard, allowing it to move in and out of certain 3d worlds.
I think that the work would be more of a labyrinth-like structure where the character would move freely and interact with its environment. Not a game-like environment, but more of an artistic walk- through.
The character is pretty much lost in its world when the user first encounters the world. The lizard finds its way abouts by moving around in its space.
I would first have to model out the character and the challenging part would be designing out its world, the labyrinth that this lizard is to travel around in. I have to make sure that I choose the right textures for this space, since the lizard would react to its environment wherever it goes.
Questions related to the way visitors interact with the virtual world. How many types of input devices do you provide to the viewer?
I'd like to have the viewer be able to control the character and the environment. I'd like to use some sensor inputs to control the character in Virtools.
Please describe each interaction using a keyboard equivalent function. How many types of interactions are connected to the viewer’s input devices? Describe in details of the interactions.
Keyboard will be used to control the movement of the character. However, I’d like to try using a sensor with Virtools and try to control the lizard using that.
List the input devices, the length of the interaction, how each interaction starts,
and where does it end?
The input devices would be the keyboard and the sensor that I will use with Virtools. The interaction would begin as soon as these sensors are activated.
Advanced automated functions and artificial intelligence systems inside
the virtual world. Is there an automated mode for virtual cameras and for
characters? Are they autonomous? Are they target/goal driven? Can you
describe basic interactions between characters together and between virtual
camera and characters? Do you provide specific interaction between the duo
camera-viewer and characters. Do you have ways for characters to acknowledge
the camera ?
I’d have to think about this.
Display- Do you provide multiple views or additional views?
Yes, I’d like to provide both the perspective and the top view for the audience.
What is the order of the sequence between multiple views?
The viewer would first see the character in the perspective view. As the creature travels through the given labyrinth, the viewer may wish to change to the top view for better reference. I will give them this option.
What is the relationships between additional views? Do you provide a hybrid mode that can switch the commands of the virtual world between viewer controls and automated mode?
The additional views will be there to help the view navigate through the labyrinth.
Step 2 – Cameras and navigation In step one we addressed the conceptual
design. In step two we look at cameras and the ways cameras can navigate
inside the virtual world. Please answer the following questions about cameras and navigation that may summarize previous discussions about your project you may have had during step one.
Questions about CAMERAS
How many types of cameras? List and name the cameras needed for each scene of your project.
I’d like to have one camera that is close up against the creature. One would be from the point of view of the lizard’s.
Some ideas for the labyrinth environment







Posted by min at 11:23 PM | Comments (0)
Particles in Virtools
Today, JM went over the particles behavior in virtools. We can use this to create smog environments for our character animation. I had my virtools player working and now, it won't work again.
Here are the settings for the particles BB.
Emission Delay: Time (in ms) to wait before the next particles' emission. 0 means each frame.
Emission Delay Variance: Modification of the preceding parameter, +/- its value.
Yaw Variance: Max opening angle in the XZ plane. Particles will be given a direction having an angle in this plane between 0 and this value from the Z direction of the emitter.
Pitch Variance: Max opening angle in the ZY plane. Particles will be given a direction having an angle in this plane between 0 and this value from the Z direction of the emitter.
Speed: Speed of the particle representing the actual distance they cover in 1 ms.
Speed Variance: Modification of the preceding parameter, +/- its value.
Angular Speed: Angular Speed of the particle representing the actual angle in radians they cover in 1 ms. (used for Sprite and Object Rendering Mode.)
Angular Speed Variance: Modification of the preceding parameter, +/- its value.
Spreading: Multiplicative Factor applied to the length of the sprites. (used for Oriented Sprite only.)
Spreading Variation: Modification of the preceding parameter, +/- its value.
Lifespan: The lifespan of a particle (in ms).
Lifespan Variance: The random variance of the lifespan (in ms) of individual particles, +/- lifespan value. ie: With a lifespan of 100, a lifespan variance of 15 means a particle may have a lifespan anywhere from 85 to 115 ms.
Maximum Number: Maximum number of particles displayed in the same frame. This number is limited by the Total Number Allocated in the Settings (100 by default), and must be changed there if you wish to override it.
Emission: The number of particles launched at each emission.
Emission Variance: Modification of the preceding parameter, +/- its value.
Initial Size: The initial size of the Particle (used in (Orientable)Sprite and Object Rendering Mode).
Initial Size Variance: Modification of the preceding parameter, +/- its value.
Ending Size: The ending size of the Particle (used in (Orientable)Sprite and Object Rendering Mode).
Ending Size Variance: Modification of the preceding parameter, +/- its value.
Bounce: The bouncing factor of the Particle (used when Deflectors are present.).
Bounce Variance: Modification of the preceding parameter, +/- its value.
Weight: The weight of the Particle (used when Gravity Interactor is present.).
Weight Variance: Modification of the preceding parameter, +/- its value.
Surface: The surface of the Particle (used when Wind or Atmosphere Interactors are present.).
Surface Variance: Modification of the preceding parameter, +/- its value.
Initial Color: The initial Color of the Particle.
Initial Color Variance: Modification of the preceding parameter, +/- its value.
Ending Color: The ending Color of the Particle.
Ending Color Variance: Modification of the preceding parameter, +/- its value.
Texture: The texture (or texture suite) of the Particle.
Initial Texture Frame: The initial Texture animation frame of the Particle.
Initial Texture Frame Variance: Modification of the preceding parameter, +/- its value.
Texture Speed: The speed, in ms, at which the frames are proceeded in the animation.
Texture Speed Variance: Modification of the preceding parameter, +/- its value.
Texture Frame Count: The number of animation frames included in your texture (it must be disposed in 2x2, 3x3, etc... but you don't have to use all the space in the texture (a 7 frame animation will be included in a texture of 3x3 frames).
Texture Loop: Specifies how the animation progress. Looping or not, or Ping-Pong (back and forth)?.
Posted by min at 12:26 AM | Comments (0)
November 03, 2005
Lizard study
Picture of the model from the top.

Lizards study.






Posted by min at 12:36 AM | Comments (0)
October 27, 2005
Character Animation Study
Posted by min at 02:41 PM | Comments (0)
September 16, 2005
Immersive environment
3 planes come together to create an immersive environment. Joo Yeon and I collaborated for this first assignment to create a “virtual-like” scene using three simple planes.
For the first plane, we used a piece of large mylar. The second, we used textures from these metal bars. The third, was moving images, created with continuous digital shots of the Bobst Library.
I always found the exterior of the Bobst really interesting. The red exterior is vibrant and the yellow cabs that pass by it, make the scene even more pleasant for the eye.
We documented the place first.
Bobst




Reflections off the mylar


vid
Posted by min at 09:34 PM | Comments (0)