326

(14 replies, posted in General)

If only we had a particle system.

327

(7 replies, posted in General)

This is IT!!!

I used the reference photo to make a sort of alpha looking image (black and white).
I then used Illustrator (you can use Inkscape also) to trace the image as a vector image.
I exported it to SVG.
Imported into Blender.
I then converted it to a mesh
I then extruded it.
I had to use a REMESH modifier to clean up the geometry.
I then cut the holes.
I unwrapped the mesh using PROJECT FROM VIEW(BOUNDS) and viewed it from the top (svg comes in facing up).

I had to move the vertices inside of the image (In the UV editor) so that they don't spill over into the white part. It doesn't have to be accurate, just move them inside of the shirt somewhere. But if you are a perfectionist, have at it.

I then applied the images.

I guess you get the drift:
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In Maratis(low poly):
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Download the files I made and used:
https://sites.google.com/site/aasfsfasa … /shirt.zip

The mesh came to 1,000 faces (4,500 when set as a cloth), but it decimates very nicely(Can go down to about .2 (179 faces))

If anyone wants the blend file, I can post it here.

328

(7 replies, posted in General)

Okay, Trying another technique. So far I took a photo of a shirt and did the INSANEBUMP to it. Applied it to a plane, made it a cloth and draped it over a sphere.

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329

(6 replies, posted in General)

Good post Zester. I hate running into problems on these small projects. They make me quit. hahaha. Good workflow. Taking notes.

330

(6 replies, posted in General)

I think it is very important to have a very good and streamlined WORKFLOW for making a game. What is your workflow?

There are so many things to do if you are trying to develop by yourself, so having a good workflow will make things go smoother. My workflow might go something like this:

1)Come up with an IDEA. Want to tell a story? Want to test the math skills of someone? Want to make someone happy? Want to teach someone to draw? Well, write the story. Write down some math exercises. Think about what makes people happy. Make a lesson on how to draw.

2) Establish the MECHANICS of your game. What is the OBJECTIVE of the game? What OBSTACLES prevent completing the objective? What are the RULES? What REWARD do you get for completing the objective?

3) Now comes the technical stuff. You have to create the ASSETS for your game. If you are telling a story, you have to create the locations the story takes place in, as well as the characters in the story. If you are making a math game, you have to get those numbers to display on the screen. If you want to teach someone to draw, you have to draw the steps you want them to follow.

4) Now you have to PROGRAM. To get these assets moving and functioning, you have to program them, using your MECHANICS as a guidline.

That's about it!

I define a video game as an INTERACTIVE VIDEO that has an OBJECTIVE, OBSTACLES, RULES, and REWARDS.

331

(7 replies, posted in Scripting)

Looking at the Animate function I got the animations to play in sequence but now when I press the key I get a freeze frame of the idle animation:

walk_animation = 0
transition_animation = 1
idle_animation = 2
speed = .3
btn = "W"

function Walk(obj)
    changeAnimation(obj,walk_animation)
end

function Transition(obj)
    changeAnimation(obj,transition_animation)
end

function BeIdle(obj)
    changeAnimation(obj,idle_animation)
end

function Animate(obj)
    if isKeyPressed(btn) then
        Walk(obj)
        setAnimationSpeed(obj,speed)
        walking =true
    end
    
    if onKeyUp(btn) then
        Transition(obj)
        transitioning=true
    end
    
    if isAnimationOver(obj) then
        transitioning = false
    
    elseif not transitioning then
        BeIdle(obj)
    end
end

332

(7 replies, posted in Scripting)

Here is another iteration I have to test:

walk_animation = 0
transition_animation = 1
idle_animation = 2
speed = .3
btn = "W"


function Walk()
    changeAnimation(obj,walk_animation)
end

function Transition()
    changeAnimation(obj,transition_animation)
end

function BeIdle()
    changeAnimation(obj,idle_animation)
end

function Animate(obj)
    if isKeyPressed(btn) then
        Walk()
        setAnimationSpeed(obj,speed)
        walking =true
    
    elseif onKeyUp(btn) then
        Transition()
        transitioning=true
    end
    
    if isAnimationOver(obj) then
        transitioning = false
    end
    
    if not transitioning then
        BeIdle()
    end
end

function onSceneUpdate()
    Animate(person)
end

333

(7 replies, posted in Scripting)

I wasn't able to get it to work, so I reformatted my code:

person = getObject("Person")

walk_animation = 0
transition_animation = 1
idle_animation = 2

function Walk()
    changeAnimation(obj,walk_animation)
end

function Transition()
    changeAnimation(obj,transition_animation)
end

function BeIdle()
    changeAnimation(obj,idle_animation)
end

function Animate(obj)
    if isKeyPressed(anim_btn) then
        Walk()
        setAnimationSpeed(obj,anim_speed)
    end
    
    if onKeyUp(anim_btn) then
        Transition()
        BeIdle()
    end
end

function onSceneUpdate()
    Animate(person)
end

So the conditions I want is that if a key is pressed I want to play the walk animation. If the key is released I want the character to play a transition animation and then an idle animation, and keep doing the idle animation until the key is pressed again.

How would I set the conditionals up in the Animate() function exactly?  I know I have to use isKeyPressed().

334

(7 replies, posted in General)

A better way to do this is to just extrude the shape rather than connecting the seams.

335

(7 replies, posted in Scripting)

I can't seem to understand how isAnimationOver() works. How do I get animations to play in succession? Here is the code:

function Animate(anim_object,anim_walk,anim_btn,anim_speed)--,anim_sound)
    if isKeyPressed(anim_btn) then
        idle = false
        walking = true
        changeAnimation(anim_object,anim_walk)
        setAnimationSpeed(anim_object,anim_speed)
        --playSound(anim_sound)
        
    
    elseif onKeyUp(anim_btn) then
        idle = true
        walking = false
        changeAnimation(anim_object,1)
        
        if isAnimationOver(anim_object) then
            changeAnimation(anim_object,2)
            setAnimationSpeed(anim_object,.3)
        end
        --stopSound(anim_sound)
    end
end

I want the character to play a certain animation when a key is released. And then, after it plays that animation, I want it to play another animation (I would think this animation continues to play).

However, in this code, the first animation plays and the next animation never plays, it just keeps playing the first animaton (animation 1).

Don't they also call this compositing? I never thought of doing 3D compositing. I know After Effects can do something similar (Camera projection).

I'm hungry for MO-UH! haha. That is an awesome photo, and yes, it does look a bit overwhelming, because I don't like to dedicate that much time to something that would be dispensable after people get used to it. BUT, if it were modular (where parts can be re-used) then that would be worth it. As a matter of fact, I do see some modular design here. I like your threads Zester.

338

(12 replies, posted in General)

255 wrote:

I think there is a specific term for this, but it doesn't come to mind.
By the way I want to render a 3D object before everything else even if it's far from the camera, so I can e.g. show what's behind a wall.

The first phrase that came to mind was "Clipping Plane"
The 2nd word that came to mind was "Draw Distance."

I think the 2nd one is the term.

Edit: Seems like both of those terms are good ones to research. They seem to work sorta the same. You could use one or both techniques. The term "Clipping Path" came up while researching Clipping Plane.

I just found out that you can do animation blending in Blender. Then it is just a matter of setting the animation points to the correct frames. Keep Going Zester. hehe

340

(19 replies, posted in Showcase)

Wow, this is going on all over the place (tempers people tempers!) haha.

This gizmo will seems to be very useful though once I figure out how to implement it (learning about vectors in 3d myself).

It is good to have a visual representation of what is happening in code, and that gives me a good idea. Thanks 255.

You, sir, area  a genius! Don't you know that I have been trying to learn this for the last 3-5 days, and never got it so simple and straightforward! THANKS! Now to start crankin' out those bvh files! haha.

342

(23 replies, posted in General)

I actually do believe that a multi-million dollar studio would use this effect. All he would have to do to get those faces extruded is bump up the contrast on one of the generated maps and make it a displacement map. He could use a displace modifier to make it extrude.

I can actually extrude the faces of that circuit board by adding more geometry to the plane I used. However, in game development we don't use that many polys, so we would just use them in a flatter way. haha.

These big companies area all about OPTIMIZATION, because that means saving money and that is what rich folk like to do. If it yields a good effect, and it is inexpensive (money wise and processing wise) then why not?

This Greeble's thing is a good tip. And I can see why someone would hand draw a greeble (And perhaps they would use a procedural generation of the normal map) for custom shapes.

Zester seems pretty professional to me though, and I am sure could work for a movie industry, if he hasn't already. haha.

343

(23 replies, posted in General)

Okay, Let's make this post more interesting.

REALISTIC HUMAN FROM PHOTO! hahaha.

Okay, so the first step is to check out Zester's tutorial:
http://forum.maratis3d.com/viewtopic.php?id=791

Now, this geebles thing is going to help me make skin look more realistic.
I am thinking of using it on a seemless photo a close up of skin pores.

Then I take that and apply it to the mesh as a SPECULAR TEXTURE and a NORMAL MAP. But I would have to apply it only in certain areas.

Or I can somehow turn the diffuse map into a normal map. I do want to projection paint the pores however.

This could work for hair too. Think- simple mesh, normal map on the hair to simulate detail.
We will see what comes of it.

Edit:
HAIR(Test1):
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344

(15 replies, posted in General)

255 wrote:

That's PC.

Even shorter! haha.

I use it as an IOS shortcut (it fills in the actual word) for computer, because I think "C" for computer before I think "PC" for personal computer.

345

(15 replies, posted in General)

255 wrote:
Tutorial Doctor wrote:

cpu screen.

What's that lol

short for computer. I'm lazy okay! haha.

346

(23 replies, posted in General)

Zester, I used that photo you posted for this one and all I can say is WOW. The photo on the left is a flat plane, and the one on the right is a subdivided one with a displace modifier:

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Boosting the Specular map intensity:
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Just imagine if I could get Ambient Occlusion to work with this flat plane. Hmm, Guess I gotta figure that one out as Gimp doesn't render AO maps.

Edit: I was able to get one of the generated maps to sorta work for AO. Nice!

347

(23 replies, posted in General)

Okay, I just used InsaneBump with NormalMap plugin together. And it is...

INSANE!!! Just spits out calculations and Im like wha...?

Then PRESTO, all the maps you could ever need. I have photoshop on my computer when Adobe was giving CS2 out for free, and I think I like Gimp Better. haha.

348

(15 replies, posted in General)

X54321 wrote:

You can always just make it fullscreen, just make a new batch file and put in : (Program name here) "" (width) (height) (1 for fullscreen, 0 for windowed) and then use some program to convert it to a .exe, and then just hide the other one.

Thanks for that 0-1 tip. I had just set the size to the size of my cpu screen.

349

(19 replies, posted in Showcase)

I think part of my post got cut off. I had asked (originally) how would I go about using it (the reason i asked if I need to know c++ to use it.)

It could be just drag and drop, in that case I wouldn't need to know c++ to use it.
And your latter post clarifies better (for noob programmers like me) how this could be useful to me.

Thanks.

P.s I have been having this post cut off thing happen lately, and the only way I find out is if I go back and read it.

350

(23 replies, posted in General)

Hot dog! haha. I downloaded the InsaneBump plugin for Gimp, AS WELL AS NormalMap plugin (Needed to use the InsaneBump plugin), and I was able to generate a Normal Map like butter in NO TIME!

Good responses in this thread. Thanks!
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