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Hash, Inc. - Animation:Master

starving4rtist

*A:M User*
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Posts posted by starving4rtist

  1. Bringing this thread from the dead once again. I've made it my goal to work on this project for a few hours every night after work, so progress is being made.

     

    I apologize again that this project isn't specifically AM related, but I'm planning on integration in the future :)

     

    Some new things you haven't seen yet:

    Texture mapping

    3ds Importer

    EDIT: Demo of all functionality

     

    I've also been working on cleaning up the code for an alpha release to the public, hopefully in a week or sooner. It's not feature-complete yet, but most basic functionality is working. Feel free to look at the Google code page for this project, which has a few (WIP) pages of information about using the code. My main goal was to make it easy for anyone to implement, which I'm hopefully getting closer to. The standard 'spinning model' project can be done with only 10 lines of code :)

     

    So there's still no direct .mdl file support, but I've gotten pretty good results exporting models from AM to a 3ds and loading them into this.

  2. Have you looked into using Papervision 3d?

     

    I actually didn't learn about Papervision until I was pretty far into this project. I haven't looked at it as much as I probably should, but it seems to me that my project will end up very similar to it.

     

    I think me using Papervision would basically 'void' this project, as I see the two being very similar. (Please correct me if I'm wrong here) I have a long list of features I'm planning to implement, I actually already have texture mapping working, I just haven't optimized the code enough to post an example online.

     

    So I guess the main point I'm getting at (in a very roundabout fashion), is that there is no advantage (yet) of using this over Papervision, it's really just a fun learning experience and portfolio piece for me.

  3. Could the engine be used as a hash to flash convertor or is it too difficult for a non technical person to implement? It seemed like the animated files(like the bug) load quickly and efficiently, do you use interpolated motion between keyframes or is every frame a keyframe?

     

    My goal at some point is to make model importers for this. Once that is done, the basic code required to load and display a model would be:

    - Create "3d Engine" object

    - Create model object and call LoadFromFile() function to import geometry

    - Load the model into the engine object

    And then at each frame, you can just call the DrawAll() function of the engine. Before the rendering step, you can make any adjustments (translation/rotation/animation/etc.) to the model that you want.

     

    More simply put: yes, this will eventually be able to be used as a hash->flash workflow with very few steps.

     

    As far as animation: the older examples that I posted used bones and keyframes exactly like AM does, you can set a bone's rotation for a given frame, and it will automatically interpolate for all frames in-between. Depending on how much time I want to spend working on these features, it's entirely possible to have a system where users can import model AND animation files from AM and display them.

     

    How do I tell FPS... may I ask...how big (k-mb) is that animation?

    FPS is the number in the top left corner.

     

    The file is 117kb right now, but much of that size is due to the 66kb texture that I have embedded in the project but not in use right now. I'm guessing most of the rest of the file size is because I'm storing 1500 polygons and vertices directly in the code. Once I write a file importer and use a texture loader, file size will be (IMO) insignificant for most web use.

  4. Here are the results from a fair amount of optimization and code re-working:

    http://www.markvandeweghe.com/flash/engine3.html

     

    There are a few issues with culling at this point, those will be fixed soon. My main goal with this is to get it fast enough to be practical for real-time applications.

     

    If you guys are bored, I'd be interested in hearing what sorts of frame rates you're getting for this example as well as the basic specs of the computer you're running it from.

     

    Also...sorry that this thread has been constantly straying further and further from AM-related material. I promise it will loop back soon.

  5. what about a simple two-point gradient, assuming the surface defined had a single hue?

     

    I guess I'm confused what you're getting at with this. I'm definitely interested in hearing your ideas, but I'm not sure how this would work. A (simple) triangle generally has 3 colors, one at each vertex. By assigning colors to each vertex, we can make it look like all of the triangles blend together. If there's just a linear 2-point gradient, I'm not sure how that would map onto a triangle?

     

    In other news, environment mapping:

    http://www.markvandeweghe.com/flash/engine2.html

     

    It's not 100% accurate yet, this is more of a proof of concept that it's possible to implement.

     

     

    I also did some reading up last night, and I think I'm going to divide this project into 2 parts: a (relatively) fast gouraud shading renderer for real-time manipulation of the models, and a phong shaded renderer for final output when time in as high of demand.

  6. do you have any plans to render models using vector-based shapes for near-color areas?

     

    My previous renderer used Flash's vector API to draw each polygon as a triangle.

     

    My current goal is/was to create a renderer that allowed smooth shading (vertex normals instead of polygon normals) and texture mapping. I couldn't figure out any good way to draw a triangle with a 3-color gradient between each vertex with any built-in functions. And even if I could do that, texture mapping would still be impossible to do.

     

    I settled on doing a per-pixel renderer that goes through most of the same steps that graphics hardware does. Although it's not very efficient (there's a reason we try to use hardware to do these things), it's a step closer to my goal and something I enjoy working on.

  7. Returning once again with an update (I somehow keep coming back to this project):

     

    - Re-wrote much of the code to use a new, much more efficient data structure

    - The new data structure makes importing files much easier (to be implemented later)

    - Completely re-wrote the rendering code. It now uses per-pixel rendering, which allows for smooth shading (as seen in demo), texture mapping, normal mapping, etc.

    - Frame rate is far lower that I'd like it to be, but not too bad considering the model is around 1500 polys

     

    http://www.markvandeweghe.com/flash/engine1.html

     

    I'm considering putting together an on-line modeling/texturing app. Does anyone have any ideas/suggestions for what would be helpful or useful to have online?

  8. Cool! But a little bit dangerous I think :P Did you notice how fast the ride goes when changing the heights when it's riding?

     

    Yeah...the physics leave something to be desired. Right now it just has really basic physics (speed up when going down a hill, slow down when going up). The assignment was more about splines than anything, so that's where I put the most work in. If I get some time in a bit I'll definitely look more into the physics.

  9. Something a little different...I hope it's okay for me to show this off here. I just finished writing this program for one of my classes. All of the modeling was done in AM, exported to .3ds, and then imported into my program. I was pretty happy with the way it turned out.

     

    Pics and description are here:

    https://mywebspace.wisc.edu/vandeweghe/web/...case/code5.html

     

    I'm working on getting an executable uploaded so you guys can try it out (it looks lots better in motion), but I'm running into problems with Visual Studio.

     

    On a different note, did anyone ever release updated exporters to .3ds or something similar? I've done a few tests with textures, and it seems like 1 decal/texture works fine, but once there are 2 or more decals on a model, the exported model has a lot of messed up UV's. Anything I don't know about?

  10. Update:

     

    (Larger version)

     

    Working on connecting the head to the arms. It's been through a lot of changes so far, but it's slowly getting to a point where I'm happy with it. I haven't put any detail work into the upper shoulders/back yet, just shaping it so far. And please don't mind the ribcage/shoulderblades...they're mainly placeholders for now.

     

    monster3small.jpg

  11. What other languages to you know, or is this your first?

     

    I'm majoring in computer science, so I've learned Java through that. I've also dabbled in C and assembly language, but I really don't remember much. Knowing java has really helped in actionscript though, and I wrote most of the model format converter in java.

     

    To everyone, thanks for the kind words.

  12. UPDATE: I updated the link. Now it has a new model (also exported from animation master). I also modified the code to speed up performance (it now only has to do about half the calculations it was doing before)

     

    Thanks for the replies guys...it helps keep the motivation up

  13. I've decided to learn Actionscript over Christmas break this year, so I thought it would be fun to try some 3D stuff.

     

    This is what I have so far:

    - System to render out nodes, edges, and polygons

    - Basic control system (rotate, zoom, and move camera)

    - Java "converter" which takes a .mdl file and converts it to a custom formatted text file

    - Actionscript importer which imports the data from the text file and constructs a model from it

     

    I attached a picture of the model in AM, here's the same model in flash:

    https://mywebspace.wisc.edu/vandeweghe/web/engine.htm

     

    Current issues:

    - It runs pretty slowly. There are a few things I'm aware of that will speed it up a bit, but I'm guessing it's also the limits of what flash can handle

    - I currently have all splines fully connected (first node connects to the last node). This is sometimes correct, but at other times it's not what I want

     

    [EDIT]If you're interested, here are 2 more tests I did a bit earlier (that eventually led to this project):

    https://mywebspace.wisc.edu/vandeweghe/web/stars.htm

    https://mywebspace.wisc.edu/vandewe...b/particles.htm

    post-728-1167679069_thumb.jpg

  14. Some stuff I've been working on (linked because of image sizes):

     

    Handcuffs:

    https://mywebspace.wisc.edu/vandeweghe/web/cuff3.jpg

     

    Colt: (note, I used someone else's model as a base, added detail, made the parts moveable, added a clip, textured it from scratch...still a WIP)

    https://mywebspace.wisc.edu/vandeweghe/web/colt2.jpg

    https://mywebspace.wisc.edu/vandeweghe/web/colt3.jpg

     

    Bathtub:

    https://mywebspace.wisc.edu/vandeweghe/web/bathtub2.jpg

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