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From: Joshua D. <jde...@ia...> - 2004-12-27 21:00:16
|
My new email is jos...@gm... easy enough... enjoy the remaining winter break! josh Joshua S Delaney 5225 Kansas Drive Ames, IA 50014 714.362.1175 |
From: Chad A. <ae...@vr...> - 2004-12-23 17:29:15
|
well, then... ;) -------- Original Message -------- Subject: Re: boss model Date: Mon, 20 Dec 2004 12:29:04 -0600 From: Anson Call <an...@ia...> To: Chad Austin <ae...@vr...> References: <41C...@vr...> I've told my students repeatedly to delete their modeling history. There are a host of other problems that can occur besides this spiking. One of which is the model disappearing altogether, which isn't fun. On Dec 18, 2004, at 3:06 AM, Chad Austin wrote: > From Robert Brantseg: >> Bind pose and attack animation (the animations aren't quite polished) > > Well if there's one major lesson we've learned this year, it's that if > you're doing skeletal animation in Maya, you definitely should > collapse your mesh (delete history) before skinning it. If you don't, > things randomly spike everywhere. Hopefully we can find a way to > reskin these models... > > Maybe this is something that should be investigated/explained in the > animation class. > > Anson Call Assistant Professor 3D Modeling, Rendering and Animation Deptartment of Architecture, Art and Design College of Design, 488 an...@ia... |
From: Chad A. <ae...@vr...> - 2004-12-18 09:05:51
|
From Robert Brantseg: > Bind pose and attack animation (the animations aren't quite polished) Well if there's one major lesson we've learned this year, it's that if you're doing skeletal animation in Maya, you definitely should collapse your mesh (delete history) before skinning it. If you don't, things randomly spike everywhere. Hopefully we can find a way to reskin these models... Maybe this is something that should be investigated/explained in the animation class. |
From: Steven H. <zo...@ia...> - 2004-12-11 19:00:23
|
the 409/509 lan party will be thurs 1pm finals week 4th in the large open computer lab in the college of design. jennifer wants to play star craft again, since she has gotten good enough for payback from last time. I agree. it's time for she and i to take revenge from our last lan party. hope to see you there. she will load the machines ahead if you will let us know how many will attend the "final". great job this semester btw. steven h. "It is my firm belief that the only difference between homo sapiens and the other species on this planet is whoopie cushions and automatic weapons." -- smh 1985 Steven Herrnstadt -- "resident Mammal" Professor Art and Design Director, Integrated Studio Arts Iowa State University Ames, Iowa 50011 USA 515.294.3928 vc 515.294.2725 fx zo...@ia... www.design.iastate.edu www.bpmi.iastate.edu Biological Pre Medical Illustration Program www.hci.iastate.edu Human Computer Interaction Program |
From: Chad A. <ae...@vr...> - 2004-12-11 07:18:07
|
Send me everything you've created for this game. Models, textures, etc. I need to make a CD for Steve, and I want to make sure we don't lose any of the work that's been done. Maybe you can just give the files to Josh and have him put them back on his VRAC site. (Josh, what happened to the 'empyrean' directory on your public VRAC site?) Thanks, Chad |
From: Chad A. <ae...@vr...> - 2004-12-07 11:38:46
|
Hi Team, Here we are at the end of the semester. Went quickly, no? Okay, so our final presentation to the class is at 3:30 on Wednesday. Tonight we'll be throwing together a PowerPoint and tomorrow we can just go through it and tell the class what we did. I'd like us all to talk for a little bit. So here's where your final tasks come in. If you made anything at all for the game, make sure I have a copy of it. I need to make a CD for Steve that contains our work for the semester. This includes model files, textures, music, prototype code, design work, etc. I need this by the start of next week. Of more immediate concern is the presentation tomorrow. If you've made any models, make a few nice renderings of it and send those to me via e-mail by this evening, say 7:00 p.m. or so. We're gonna put those in the presentation. To anybody, if you'd like to talk about anything at all in the presentation, send that to me too so I can add it. Joe, I can take care of your robot. Hm, I think that's it... Thanks all! Chad p.s. Kent asked for a copy of the game, so here's a link to what we submitted to the IGF < http://empyrean.sourceforge.net/igf/ >. There are some pretty big bugs in that version, so I'll try to make another "demo" release including Bryan's, Jared's, and my graphics work for the CS 657x class shortly. Hopefully it'll fix other bugs too. |
From: Steven H. <zo...@ia...> - 2004-12-06 04:08:40
|
Just a reminder that you are invited to take part in the semester final presentations of ArtIS 490/590 Game Design and Development. The presentations will be in room 130 main floor of the College of Design beginning at 2:10 PM this Wed. (Dec. 8.) We should be finished by 4PM but of course you welcome to leave whenever wish to. I would appreciate you replying whether you might be attending so that I might know how best to threaten the students in the class. Thank you. Steven Herrnstadtkk "It is my firm belief that the only difference between homo sapiens and the other species on this planet is whoopie cushions and automatic weapons." -- smh 1985 Steven Herrnstadt -- "resident Mammal" Professor Art and Design Director, Integrated Studio Arts Iowa State University Ames, Iowa 50011 USA 515.294.3928 vc 515.294.2725 fx zo...@ia... www.design.iastate.edu www.bpmi.iastate.edu Biological Pre Medical Illustration Program www.hci.iastate.edu Human Computer Interaction Program |
From: Chad A. <ae...@vr...> - 2004-11-19 07:21:42
|
Have a good Thanksgiving break all! Seeya on the 29th, Chad |
From: Joe L. <jc...@cs...> - 2004-11-15 17:25:40
|
On Sat, 13 Nov 2004, Mitch Fluegel wrote: > plus with the connecting geometries without messing up > bone work.. if you detactch the skin you should get the > option to remember bone weights. im not sure > if it will work perfectly.. Ive used it twice.. but I dont know how > well it work because I wasnt done with the weights. This must be new in Maya 6.0, because my copy of 5.0 doesn't have it... but this sounds like exactly what Chad is looking for. --=o0o=-- Joe Lee -- jc...@cs... |
From: Chad A. <ae...@vr...> - 2004-11-15 07:44:37
|
Yup, your model worked well. Would you mind changing the model's origin to the center of the chest, though? Hm. I think maybe tomorrow at our meeting we should discuss origin placement issues. Should it be the center of mass or between the feet? What meaning should we assign the origin? (Or none, in which case we would have to calculate on load or specify in the file where the center of mass is.) Has anyone on the list dealt with that issue and can provide advice? Thanks, Chad Yue Zhao wrote: > is that mean my fish works now? Do I need to do anything ^^ > > > > >>Modelers: > > > > >>I changed my mind. The best way to orient your animated > > > > models is so the > >>character is standing on the X-Z plane and facing towards positive Z. If you >>didn't do it that way, that's fine. I'm working on a way to specify your >>model's coordinate system right now. >> >>Thanks, >>Chad >> >>p.s. it's really cool to see Annie's fish moving around and attacking the >>player. :) >> >> >>------------------------------------------------------- >>This SF.Net email is sponsored by: InterSystems CACHE >>FREE OODBMS DOWNLOAD - A multidimensional database that combines >>robust object and relational technologies, making it a perfect match >>for Java, C++,COM, XML, ODBC and JDBC. www.intersystems.com/match8 >>_______________________________________________ >>Empyrean-devel mailing list >>Emp...@li... >>https://lists.sourceforge.net/lists/listinfo/empyrean-devel >> > > > > ~.~ ~.~ ~.~ ~.~ ~.~ ~.~ ~.~ ~.~ ~.~ > ~.~ Annie Yue Zhao > ~.~ Department of Fine Art > ~.~ Department of Computer Science > ~.~ Iowa State University > ~.~ ~.~ ~.~ ~.~ ~.~ ~.~ ~.~ ~.~ ~.~ > ~.~ 2619 Ferndale Ave Apt 5 > ~.~ Ames Iowa 50010 > ~.~ tel 515-233-9988 > ~.~ URL: http://www.public.iastate.edu/~yue520 > ~.~ ~.~ ~.~ ~.~ ~.~ ~.~ ~.~ ~.~ ~.~ > > > > > > > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: InterSystems CACHE > FREE OODBMS DOWNLOAD - A multidimensional database that combines > robust object and relational technologies, making it a perfect match > for Java, C++,COM, XML, ODBC and JDBC. www.intersystems.com/match8 > _______________________________________________ > Empyrean-devel mailing list > Emp...@li... > https://lists.sourceforge.net/lists/listinfo/empyrean-devel |
From: Yue Z. <yu...@ia...> - 2004-11-14 19:46:09
|
is that mean my fish works now? Do I need to do anything ^^ > Modelers: > > I changed my mind. The best way to orient your animated models is so the > character is standing on the X-Z plane and facing towards positive Z. If you > didn't do it that way, that's fine. I'm working on a way to specify your > model's coordinate system right now. > > Thanks, > Chad > > p.s. it's really cool to see Annie's fish moving around and attacking the > player. :) > > > ------------------------------------------------------- > This SF.Net email is sponsored by: InterSystems CACHE > FREE OODBMS DOWNLOAD - A multidimensional database that combines > robust object and relational technologies, making it a perfect match > for Java, C++,COM, XML, ODBC and JDBC. www.intersystems.com/match8 > _______________________________________________ > Empyrean-devel mailing list > Emp...@li... > https://lists.sourceforge.net/lists/listinfo/empyrean-devel > ~.~ ~.~ ~.~ ~.~ ~.~ ~.~ ~.~ ~.~ ~.~ ~.~ Annie Yue Zhao ~.~ Department of Fine Art ~.~ Department of Computer Science ~.~ Iowa State University ~.~ ~.~ ~.~ ~.~ ~.~ ~.~ ~.~ ~.~ ~.~ ~.~ 2619 Ferndale Ave Apt 5 ~.~ Ames Iowa 50010 ~.~ tel 515-233-9988 ~.~ URL: http://www.public.iastate.edu/~yue520 ~.~ ~.~ ~.~ ~.~ ~.~ ~.~ ~.~ ~.~ ~.~ |
From: Chad A. <ae...@vr...> - 2004-11-14 06:13:15
|
Sweet, most of the models are already facing that way. :) Chad Austin wrote: > Modelers: > > I changed my mind. The best way to orient your animated models is so > the character is standing on the X-Z plane and facing towards positive > Z. If you didn't do it that way, that's fine. I'm working on a way to > specify your model's coordinate system right now. > > Thanks, > Chad > > p.s. it's really cool to see Annie's fish moving around and attacking > the player. :) > > > ------------------------------------------------------- > This SF.Net email is sponsored by: InterSystems CACHE > FREE OODBMS DOWNLOAD - A multidimensional database that combines > robust object and relational technologies, making it a perfect match > for Java, C++,COM, XML, ODBC and JDBC. www.intersystems.com/match8 > _______________________________________________ > Empyrean-devel mailing list > Emp...@li... > https://lists.sourceforge.net/lists/listinfo/empyrean-devel |
From: Chad A. <ae...@vr...> - 2004-11-14 04:16:53
|
Modelers: I changed my mind. The best way to orient your animated models is so the character is standing on the X-Z plane and facing towards positive Z. If you didn't do it that way, that's fine. I'm working on a way to specify your model's coordinate system right now. Thanks, Chad p.s. it's really cool to see Annie's fish moving around and attacking the player. :) |
From: Chad A. <ae...@vr...> - 2004-11-14 00:46:35
|
(Context: trying to fix the weights in Annie's model so we can export the mesh properly.) <aegis> JL: that looks hella better. <aegis> JL: What did you do? <aegis> So I can teach the rest of the team and remember for my own sake. <JL> I went to bind pose, duplicated the skin, deleted its history, rebound the skin, and used Skin | Edit Smooth Skin | Copy Skin Weights to copy the weights from the old skin to the new one. Sometime I'll teach you guys how to use the exporter, and then the asset pipeline no longer has to be bottlenecked by me. :) |
From: Chad A. <ae...@vr...> - 2004-11-13 23:08:08
|
I've almost got the robot in. Few kinks left there. Annie's fish: Only half of the vertices had influences, oddly enough. JL did the following steps "bind pose, unbind skeleton, delete history, and rebind with default values" and got it sort of working. But if you did any custom vertex weighting, Annie, we can't get that into the game. So I've heard from two people that you should delete your object's history before skinning. History can make things not work, or something. :) Pardon the paraphrasing, Chad |
From: Joe L. <jc...@cs...> - 2004-11-13 16:52:01
|
On Sat, 13 Nov 2004, Chad Austin wrote: > You gonna be on IRC this weekend? I'll be around. > (And maybe have you show me how you baked it. Annie's fish isn't baked, > so only half of it animates in Cal3D.) If I recall correctly, I selected all the joints in the Outliner (via control-clicking each), then I used Edit | Keys | Bake Simulation -- you can check out the options, but I just used the defaults. I believe what this does is sample the values for each channel of the selected items for each time step, then hooks up a new animation curve to the channel based on these values, overriding any previous animation or connections. --=o0o=-- Joe Lee -- jc...@cs... |
From: Mitch F. <flu...@ho...> - 2004-11-13 13:28:07
|
chad buddy! heres my bios, sorry I was drawing all night. plus with the connecting geometries without messing up bone work.. if you detactch the skin you should get the option to remember bone weights. im not sure if it will work perfectly.. Ive used it twice.. but I dont know how well it work because I wasnt done with the weights. i hope thats what you needed. anything else just ask. josh ? howd you do on those animations.. you sure you dont need help? |
From: Chad A. <ae...@vr...> - 2004-11-13 09:25:16
|
How do I get at that? Can you put them on a public web server or e-mail them to me? Thanks, Chad Robert Brantseg wrote: > Ok, so I've got some crappy but finished animations done for the guardian. The > walk cyle and the idle animation are complete. The attack animation isn't quite > done, but I figured I'd give you what I have. Maybe it will be semi-usable. The > animations are in .ma format and are at ARTIS/409/Rob's Stuff. > If anyone has questions, just email 'em. > Rob > > There's always free cheddar in a mousetrap, baby > It's a deal, it's a deal > -- Tom Waits > > > > > > ------------------------------------------------------- > This SF.Net email is sponsored by: InterSystems CACHE > FREE OODBMS DOWNLOAD - A multidimensional database that combines > robust object and relational technologies, making it a perfect match > for Java, C++,COM, XML, ODBC and JDBC. www.intersystems.com/match8 > _______________________________________________ > Empyrean-devel mailing list > Emp...@li... > https://lists.sourceforge.net/lists/listinfo/empyrean-devel |
From: Chad A. <ae...@vr...> - 2004-11-13 08:53:31
|
If someone wants to volunteer to write the manual, that would be greeeaaat... At least it's not a TPS report! |
From: Chad A. <ae...@vr...> - 2004-11-13 07:44:47
|
I just spent two hours filling out the submission form, writing 500-word essays on why our game is innovative and such. My time is better spent programming, but that's what I get for pushing my game so hard in the class. ;) And my knees just buckled as I stood up. o_O Anyway, the form is filled out and submitted. But the game is not on our web site yet, since we have until Sunday to finish it up. So, programmers: please look at it and try to find little things to fix. Every little hack has the potential to be an improvement. We may, *possibly*, have a *slight* chance of being the last of the top 10. If one of your artist types could find some sound effects (maybe rustling leaves, a jumping sound, a thud), that would be greatly appreciated. And it turns out we need the Maya animations to be baked before export. So maybe I can work together with some of you on that this weekend. Thanks, Chad p.s. Nice job team. We've made a lot of progress this semester, and I'm sure we'll make a lot more. :) Get some sleep if you need it. |
From: Chad A. <ae...@vr...> - 2004-11-13 07:25:08
|
You gonna be on IRC this weekend? I'm about to submit our entry, but tomorrow I'm going to be working on the Cal3D exporter some more. It mostly works, but I'd like to discuss some stuff about your robot. (And maybe have you show me how you baked it. Annie's fish isn't baked, so only half of it animates in Cal3D.) About to pass out, Chad Joe Lee wrote: > On Fri, 12 Nov 2004, Chad Austin wrote: > > >>Anyone know how to merge geometry in Maya while keeping bone influences >>on the vertices? > > > I have no doubt that it is possible, although I don't think Maya supports > it directly -- you'd have to do some pretty involved scripting to automate > the process. To do any sort of modification to skin geometry, you first > have to detach the skin (Skin | Detach Skin), which loses the skin > weights, which is annoying if you have edited them from their default > values. Maya's workaround for this is to first export the skin weights > (Skin | Edit Smooth Skin | Export Skin Weight Maps), then detach the skin, > edit the geometry, rebind the skin, and import the skin weight maps again. > The skin weight maps are a directory of image files, one for each joint, > that indicate, via a greyscale texture map, the influence of each joint on > geometry vertices. > > The problem with using this technique to merge two pieces of geometry is > two-fold: (1) Exporting the skin weights of the original geometry > produces two directories of weight map images which somehow need to be > merged into one. Simply adding the image values together would work, > assuming that: (2) The original pieces of geometry don't overlap in UV > space. > > So, one way to do the merge might be to: > - Scale both pieces of geometry in UV space so that each occupies one half > of the texture space. > - Export the weight maps of each piece of geometry. > - Manually merge each weight map image (via the "screen" blending mode in > Photoshop, for instance). > - Merge the geometry. > - Rebind the skin. > - Import the merged weight maps. > > Of course, the success of this method also depends on the weight map > resolution, and maybe other stuff. A more exact and automated solution > would be to write a custom MEL script to perform the merge > programmatically, although I'm not sure how one would go about this. > > --=o0o=-- > Joe Lee -- jc...@cs... > > > ------------------------------------------------------- > This SF.Net email is sponsored by: InterSystems CACHE > FREE OODBMS DOWNLOAD - A multidimensional database that combines > robust object and relational technologies, making it a perfect match > for Java, C++,COM, XML, ODBC and JDBC. www.intersystems.com/match8 > _______________________________________________ > Empyrean-devel mailing list > Emp...@li... > https://lists.sourceforge.net/lists/listinfo/empyrean-devel |
From: Joe L. <jc...@cs...> - 2004-11-13 07:18:36
|
On Fri, 12 Nov 2004, Chad Austin wrote: > Anyone know how to merge geometry in Maya while keeping bone influences > on the vertices? I have no doubt that it is possible, although I don't think Maya supports it directly -- you'd have to do some pretty involved scripting to automate the process. To do any sort of modification to skin geometry, you first have to detach the skin (Skin | Detach Skin), which loses the skin weights, which is annoying if you have edited them from their default values. Maya's workaround for this is to first export the skin weights (Skin | Edit Smooth Skin | Export Skin Weight Maps), then detach the skin, edit the geometry, rebind the skin, and import the skin weight maps again. The skin weight maps are a directory of image files, one for each joint, that indicate, via a greyscale texture map, the influence of each joint on geometry vertices. The problem with using this technique to merge two pieces of geometry is two-fold: (1) Exporting the skin weights of the original geometry produces two directories of weight map images which somehow need to be merged into one. Simply adding the image values together would work, assuming that: (2) The original pieces of geometry don't overlap in UV space. So, one way to do the merge might be to: - Scale both pieces of geometry in UV space so that each occupies one half of the texture space. - Export the weight maps of each piece of geometry. - Manually merge each weight map image (via the "screen" blending mode in Photoshop, for instance). - Merge the geometry. - Rebind the skin. - Import the merged weight maps. Of course, the success of this method also depends on the weight map resolution, and maybe other stuff. A more exact and automated solution would be to write a custom MEL script to perform the merge programmatically, although I'm not sure how one would go about this. --=o0o=-- Joe Lee -- jc...@cs... |
From: Robert B. <rbr...@ia...> - 2004-11-13 04:46:14
|
Ok, so I've got some crappy but finished animations done for the guardian. The walk cyle and the idle animation are complete. The attack animation isn't quite done, but I figured I'd give you what I have. Maybe it will be semi-usable. The animations are in .ma format and are at ARTIS/409/Rob's Stuff. If anyone has questions, just email 'em. Rob There's always free cheddar in a mousetrap, baby It's a deal, it's a deal -- Tom Waits |
From: Robert B. <rbr...@ia...> - 2004-11-13 04:39:40
|
I'm not quite sure what you mean by "merge geometry" but Maya is doesn't usually like it when you try to edit bound skeletons. If Maya's still not cooperating, my number is 515-572-7708, and I'm usually up pretty late. Rob > Anyone know how to merge geometry in Maya while keeping bone influences on the > vertices? > > Chad > > > ------------------------------------------------------- > This SF.Net email is sponsored by: InterSystems CACHE > FREE OODBMS DOWNLOAD - A multidimensional database that combines > robust object and relational technologies, making it a perfect match > for Java, C++,COM, XML, ODBC and JDBC. www.intersystems.com/match8 > _______________________________________________ > Empyrean-devel mailing list > Emp...@li... > https://lists.sourceforge.net/lists/listinfo/empyrean-devel > There's always free cheddar in a mousetrap, baby It's a deal, it's a deal -- Tom Waits |
From: <ke...@ia...> - 2004-11-13 04:35:29
|
Hey Chad. Do I need to write a bio as well? If so what do I need to write? My internet was down almost all week and I just saw this message so im a little uneasy now. > I need a bio for each of you. 200 words or less. Try to get it to me by > tonight. Need age, school currently attending, degree being pursued, graduation > date, and whatever else you want to say. > > |