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From: Gedalia P. <ge...@gm...> - 2008-08-15 13:40:48
|
Hello bcc list, Some time in the last few years you emailed me about Expression, the facial animation software on SourceForge. I apologize if I didn't respond to your e-mails. Expression has somewhat stagnated as an open source project, and I'm usually extremely busy working on graphics applications for work. The expression code has slowly broken down, I think has gotten a little harder to compile every time MS upgraded visual studio. With VC++ 2005, things got really bad, to the point that I couldn't get it to compile/link/run. And yet, Expression still gets downloaded and used on a regular basis, and there aren't really very many other such systems floating around. So I've finally sat down and hunted down the majority of the problems. It's taken a few days but the code is now compiling, I've checked in the code in the expression module on sourceforge in the expression08 directory. CVS details are at: http://sourceforge.net/cvs/?group_id=13769 Currently texture maps are still broken, the NVidia image loading library was a bit too crufty. I'm hoping a someone reading this will be willing to fix, Devil (http://openil.sourceforge.net/) would probably integrate fairly easily. And at least some of you seem to be grad student with some time on your hands :-) Please keep in mind, if you've made fixes/improvements to the core code and don't have a commercial licence you should think about contributing the code back to sourceforge repository. For people who emailed me about support for new heads, nothing has really changed, I've just recently gotten my hands on a current version of 3dstudio max. I've been many version behind till now, but I assume updating the content pipeline will be a non-trivial task. -Gedalia Pasternak --------------------------------------------------------------- cel: 917.776.8346 AIM: gedaliap http://www.gedalia.net --------------------------------------------------------------- Fight Entropy!!! Fight Entropy!!! Figth Etnropy! ! iFgth Etnrop!y ! giFth tErno!py ! giFt htrEno!p y! --- Well maybe not... |
From: Brandon E. <azv...@ya...> - 2001-02-23 05:45:47
|
As my CVS access is finally working. I checked in the complete linux port. Everything works on linux that works on windows now, but I think that alien.dsc is causing some memory corruption, even tho it can run. |
From: Gedalia P. <pa...@mi...> - 2001-02-09 05:28:56
|
Hey all, So I've moved to boston and started at turbine. Asheron's Call 2 looks very cool. unfortunately I've got a long commute and a whole lotta work to do. I'd like to do a 1.7 release with the new FSM code and the linux files done. I realize that the sourceforge system hasn't been all that user freindly. in fact I think its stabilty has declined every day since I put Expression up. Unfortuately I don't have the resources to find an alternative host at this point. I was hoping if anyone has any code that was never committed, drop me a note, and I'll integrate it into the tree. If I could get either the Makefile or the autoConfig system up with basic instructions on how to use.. That would be great. Thanks to everyone for their help and interest. Gedalia Pasternak --------------------------------------------------------------- Graphics Engineer - Turbine Games Home: 617.441.8174 AIM: gedaliap cel: 917.776.8346 http://www.mindspring.com/~paster/ http://expression.sourceforge.net/ --------------------------------------------------------------- Fight Entropy!!! Fight Entropy!!! Figth Etnropy! ! iFgth Etnrop!y ! giFth tErno!py ! giFt htrEno!p y! --- Well maybe not... |
From: Gedalia P. <pa...@mi...> - 2001-02-04 18:41:08
|
Aggghh its not New York. This should hopefully be valid until august. Gedalia Pasternak 367 Harvard St Apt 4 Cambridge, MA 02138 home number (617) 441 8174 cel phone: (917) 776 8346 in case I some how manage to drop off the face of the earth, my parents are (516) 569-1709 --------------------------------------------------------------- Graphics Engineer - Turbine Games Home: 617.441.8174 AIM: gedaliap cel: 917.776.8346 http://www.mindspring.com/~paster/ http://expression.sourceforge.net/ --------------------------------------------------------------- Fight Entropy!!! Fight Entropy!!! Figth Etnropy! ! iFgth Etnrop!y ! giFth tErno!py ! giFt htrEno!p y! --- Well maybe not... |
From: Gedalia P. <pa...@mi...> - 2001-01-31 17:57:51
|
Hey all, I've just started at turbine, unfortuately all of my worldly possessions, except a tooth brush, are being held hostage by the movers. Untill I'm back up and running at home.... maybe early next week. I'm not going to be able to really address any of the current issues with Expression. -Gedalia |
From: Gedalia P. <pa...@mi...> - 2001-01-24 21:03:08
|
I've just sent a support request to S/f. Both Brandon and Holister have been having problems commiting code. If you could provide the exact error messages, I'll attach it as a follow up. I've just committed a few new things, more FSM code as well as some BMP readling code that should mean that the linux port is done, and not dependant on the cs graphics library. not quite sure if I got the config stuff properly done however. -Gedalia --------------------------------------------------------------- Graphics Engineer - Turbine Games Home: 212.665.6541 AIM: gedaliap cel: 917.776.8346 http://www.mindspring.com/~paster/ http://expression.sourceforge.net/ --------------------------------------------------------------- Fight Entropy!!! Fight Entropy!!! Figth Etnropy! ! iFgth Etnrop!y ! giFth tErno!py ! giFt htrEno!p y! --- Well maybe not... |
From: Gedalia P. <pa...@mi...> - 2001-01-22 04:32:21
|
Just want to give a small update, Brandon I've made a couple of your changes, couldn't follow the exact diffs in some of the code. I might be a bit bonky about that fclose. Either I'm looking in the wrong function or I'm reading it wrong. But I didn't think I was closing it twice. I've been playing with the FSM machine code for the playback app. Just did a quick check in. There is now a new global flag for turning on a high level FSM based on the mouse move. I currently have 3 states. if there is no mouse movement for a while the system goes to sleep. It wakes up on mouse move, if its overstimulated ie too much mouse movement it goes into angry mode, till its left alone. I'll take suggestions on other ideas. -gedalia p.s. sign up for the expression mailing list at http://lists.sourceforge.net/lists/roster/expression-main --------------------------------------------------------------- Graphics Engineer - Turbine Games Home: 212.665.6541 AIM: gedaliap cel: 917.776.8346 http://www.mindspring.com/~paster/ http://expression.sourceforge.net/ --------------------------------------------------------------- Fight Entropy!!! Fight Entropy!!! Figth Etnropy! ! iFgth Etnrop!y ! giFth tErno!py ! giFt htrEno!p y! --- Well maybe not... |
From: Lee S. <le...@ab...> - 2001-01-20 00:20:35
|
Hi my name is Lee Sandberg, I run a smale outfit in Sweden = (www.abcmedia.se) and we have been working with 3D modelling of game = characters and a middleware for modelling emotions and behaviours using = (HFSM) well finite state machines, for a while know. When we encountered = Expression now we started to work with it and it is for us the first = real test of our 3D work and behaviour scripting system. We will post a = demo of our stuff once it gets going.=20 We are currentlly refitting one of our characters to Expression and = writing our own version of Expressions MapExpRotation function, so the = body animation system we use can control the Expression head and neck = bones=20 We will simple have to heads one simple just a jaw and then an = Expression head. Once the character is in view close to the screen we = will swap heads as a kind of level of detail, we can also have different = heads on different bodies which is a plus. The we are currently trying to get the neck bone and head bone position = and orgientation to match. We use 3DSMAX (soon 4) with Character studio 3 to do this. We use Deep = paint 3D and Texture weapons for UV mapping and texturing. |
From: Gedalia P. <pa...@mi...> - 2001-01-19 23:27:36
|
> I tried to fix these issues in CVS, but my access is not working hey brandon, Did you do an Anon check out? Sourceforge won't let code checked out anon to be checked in. -Gedalia --------------------------------------------------------------- Graphics Engineer - Turbine Games Home: 212.665.6541 AIM: gedaliap cel: 917.776.8346 http://www.mindspring.com/~paster/ http://expression.sourceforge.net/ --------------------------------------------------------------- Fight Entropy!!! Fight Entropy!!! Figth Etnropy! ! iFgth Etnrop!y ! giFth tErno!py ! giFt htrEno!p y! --- Well maybe not... |
From: Brandon E. <azv...@ya...> - 2001-01-19 22:22:26
|
I found a couple of problems with CVS as-is the Makefile.in files are all auto-generated from the Makefile.am files the Makefile files are all auto-generated from the Makefile.in neither of these Makefile.in or Makefile should be in CVS the configure.in file needs to be in CVS the *.MSH files need to be *.msh as the filesystem under unix machines is case sensitive Here are the diffs from the files I had to fix the first is easy the second has a problem where your fclose'ing an already closed file and lastly I added support to exTexture to tell whether a bmp is RGBA or RGB I tried to fix these issues in CVS, but my access is not working Index: 3dmesh/MathLib.cpp =================================================================== RCS file: /cvsroot/expression/expression/3dmesh/MathLib.cpp,v retrieving revision 1.4 diff -r1.4 MathLib.cpp 36c36 < #ifdef __GNUC__ --- > #ifdef USE_EXPRESSION_NS Index: 3dmesh/actor.cpp =================================================================== RCS file: /cvsroot/expression/expression/3dmesh/actor.cpp,v retrieving revision 1.13 diff -r1.13 actor.cpp 109,110c109,110 < #else if < const int max_path = PATH_MAX --- > #else > const int max_path = PATH_MAX; 303d302 < fclose(stream); Index: 3dmesh/bmptexture.cpp =================================================================== RCS file: /cvsroot/expression/expression/3dmesh/bmptexture.cpp,v retrieving revision 1.4 diff -r1.4 bmptexture.cpp 22a23 > int bytes; 43c44 < 0, GL_RGB, GL_UNSIGNED_BYTE, image->data ); --- > 0, (image->bytes==3)?GL_RGB:GL_RGBA, GL_UNSIGNED_BYTE, image->data ); 92a94 > texture->bytes=3; 122a125 > texture->bytes=4; |
From: Gedalia P. <pa...@mi...> - 2001-01-01 20:24:11
|
Haven't actually worked with list yet. -gedalia --------------------------------------------------------------- Home: 212.665.6541 AIM: gedaliap cel: 917.776.8346 http://www.mindspring.com/~paster/ http://expression.sourceforge.net/ --------------------------------------------------------------- Fight Entropy!!! Fight Entropy!!! Figth Etnropy! ! iFgth Etnrop!y ! giFth tErno!py ! giFt htrEno!p y! --- Well maybe not... |