Category Image Ultimate Deadline and 10 a.m. Meeting Time


For any unsubmitted assignments, the exam time period is the last that you can submit for credit.  Have to draw a line somewhere.  ;-)

Also, remember that we're meeting at 10 a.m. this Monday in the Digital Arts lab to present work.


Posted at 09:31 PM     Read More  

Category Image Updates


Not that any of you would ever miss class...

but we'll have some grade updates tomorrow.  Definitely a good time to make sure you've submitted everything.


Posted at 10:06 PM     Read More  

Category Image Bluetooth SIXAXIS under Linux PS3.


Thank Matt for working through the steps to get the PS3 controllers recognized under Linux on the PS3.  It should be a little bit easier now to get joystick control into Irrlicht.

Here's a link that might help:

Joystick Library Tutorial


Posted at 06:15 PM     Read More  

Category Image Tips for Importing Characters (Animated, Skinned Meshes) into XNA Game Studio.


1)  Download the skinned mesh example, compile, and run the C# program.

2)  You should see a soldier-type character with a blue background.  You can move the camera.

3)  The dude.fbx file under the content folder of this skinnedSample is the file that contains the character and animation that you see.

4)  In Maya, have your character mesh standing on the origin (delete hist and freeze transformations to make sure it's clean).

5)  Make sure that the "fbx" plug-in is loaded under the Settings/Preferences->Plug-in Manager if it's not already.  Maya 2008 may have the latest version, but if not find fbx download on Autodesk's site and install the latest.  (When you export from the file menu in Maya and choose .fbx from the pull down tab, you should see version 200611 on the right side of the window that pops up where it lets you choose your version).

6)  So far, animations on the joints definitely work.  I have not gotten IK-handle-driven animation to work, yet, but baking the animation may make this work.

7)  Select your mesh and shift-select your animated skeleton in the outliner of Maya, and then choose File->Export.  Make sure that .fbx is chosen in the pull-down menu.  The default settings are mostly fine.  Embed texture seems to work, though.  

8)  Once your .fbx file is generated, drag it into the "content" list in VisualStudio (find dude.fbx and drag it where it's located).

9)  Right-click on your .fbx in the content list and in the properties, change the XNA Content Processor to "SkinnedModelProcessor" -- if your file wasn't compiling before this but complaining of "No SkinningData", that's why.

10)  Re-build your solution and run -- should see your mesh.  (Cross your fingers).

For some more info, see some of these forums:

 http://forums.xna.com/thread/45246.aspx

11)  Getting your 3D game working in XNA shouldn't be too much worse than Irrlicht if you manage to get your character loaded in here.  There seems to be an issue choosing which frame-range, but we can probably work around that.


Posted at 06:02 PM     Read More  

Category Image Collision Tutorial in Irrlicht


Make sure to look at the code for the Collision Tutorial!  It is one of the best examples for employing a level with floor/wall collision detection and adding character models (as well as a few other things).  This could even be used as a start for a game with your state code, game play, AI, etc. added to the basics here.


Posted at 06:01 PM     Read More  

Category Image Tips for Importing Characters (Animated, Skinned Meshes) into Irrlicht.


1)  Use the XExporter (ver2) MEL script linked several blog entries below.  

2)  Read the "readme" file that comes with the script.  Note that only Lambert and Blinn materials are supported!!!

3)  Use Maya, Window->General Editors->Script Editor and the File menu to "Source Script".  Find the script on disk.  When it "sources", it's running and will pop up a window.  Check all the boxes, leave Quaternions, and give it a meaningful filename with a ".x" extension.

4)  Before doing 3, though, you should have your polyMesh selected.

5)  Keyframed animations that are keyed on the joints or IK handles should work.  (I'm not completely sure about animations that are keyed through controllers).

6)  After the script exports, find the .x file that it generated.  The easiest thing is to copy that file into the Irrlicht/media folder.  (This way, all those "../../media/sydney.md2" references or whichever may be easily replaced with your file without a painful path to your file).

7)  Compile and run the Collision example with the "faerie" model replaced with your .x file.  (Or run the MeshViewer -- note this often has to be stopped, re-compiled, and re-run to re-fresh properly).  See line of code here for example:

IAnimatedMesh* mesh = smgr->getMesh("../../media/GumbyArmMesh.x");

8)  Before running any examples, though, you may wish to edit the .x text file that was generated.  Use WordPad or VI or whatever...  Search on .jpg or .bmp or whatever texture file you have (or just search on Material).  This will bring you to the Material section in the file.  You will likely want to change the first row of numbers which is likely 0;0;0;0;; or something like that -- change it to 0.2;0.2;0.2;1;;  This should give your character a bit of ambient light so that it will show up in all the examples, even ones with default lighting in Irrlicht turned off).

9)  Also, while you're editing the .x file -- make sure that the TextureFileName {} section has your texture filename in it, such as "MyTexture.jpg" -- this should be copied into the same Irrlicht/media directory.  If it is, .x files will actually find the texture file without having to have another material reference in Irrlicht.  For example, the following lines in HelloWorld could be commented out:

//if (node)

//{

// node->setMaterialFlag(EMF_LIGHTING, false);

// node->setMD2Animation ( scene::EMAT_STAND );

// node->setMaterialTexture( 0, driver->getTexture("../../media/sydney.bmp") );

//}


10)  Your animated mesh should work, and you should be able to see it in the Irrlicht window.

11)  You may wish to add the second line of this code to fix your size/scale

node = smgr->addAnimatedMeshSceneNode(faerie);

node->setScale(core::vector3df(-0.7, 0.7, 0.7));


12)  You may also wish to choose your animation cycle:

node->setFrameLoop(3, 15);     // or whatever for walk, attack, etc.

node->setAnimationSpeed(30);   // might not even be necessary

13)  If you're having trouble getting this working, go back to just a mesh with a lambert or blinn shader and start from there.  Work up to your skinned and animated character.

14)  This does work, though, so don't lose heart!  

15)  Once you have your character loaded, the collision example is a great example for your 3D game code.  (Turn off the triangle/picking and light highlight features, of course, though).




Posted at 05:13 PM     Read More  

Category Image Final Exam Time


Our final exam slot is Monday, May 5 from 8-11 a.m.

Final Projects and anything else will be due by then.  Groups will present and discuss their final projects then, too.



Posted at 07:56 PM     Read More  

Category Image Be a Student Volunteer for the new SIGGRAPH Asia! 



Posted at 03:33 PM     Read More  

Category Image Please complete this very short survey.  :-) 


UNCW is considering the development of a major in Information Technology and we need your input.
Please take a minute to complete this short 3 question survey.  Thank you.
 
http://appserv02.uncw.edu/SelectSurveyNET/TakeSurvey.aspx?SurveyID=84408pm


Posted at 03:25 PM     Read More  

Category Image Autodesk Student Design Challenge


Follow this link for more information.


Posted at 06:26 PM     Read More  

Category Image
Great opportunity!




Rhythm & Hues Studios is announcing a Spring 2008 Lighting Apprentice Program.

The R&H Lighting Apprentice Program is designed to give participants the opportunity to gain
valuable experience and a chance to work with a talented group of dedicated professionals in a
collaborative, energetic environment. This program is designed to identify candidates who may be
suitable for entry-level Lighting Technical Director positions in our studio. Ideal participants will be
recently graduated artists and technical people with superior skills and potential.

While some participants may be extended as long-term freelance artists after evaluation,
employment isn't guaranteed.

The current Apprentice Program will be three weeks in duration consisting of seven days of training,
eight days on a simulated production, and will end with an evaluation. Participants will work with
our best artists and supervisors to learn how we create images through a combination of formal
classroom instruction and informal collaboration.  

The current program will start on Monday May 5, 2007 and will end on Friday, May 23, 2008.  

Application packages must be submitted orpostmarked by Monday, April  14, 2007. and should include:
  • Cover letter and resume
  • Resume including 3D software experience & indication of level of Unix experience
  • Demo reel (DVD or VHS only)*
  • Shot breakdown sheet
  • Completed Apprentice Program Application Form.
  • Explanation of 3D software experience.
  • Demonstration of attention to visual detail.
(application can be downloaded from our website noted below)
http://www.rhythm.com/inside_randh/apprenticeProgram_light.pdf
http://www.rhythm.com/inside_randh/apprenticeProgramForm_light.pdf


Please send completed Application Package to:
Rhythm & Hues Studios
Attn:  Recruitment – Lighting Apprentice Program
5404 Jandy Place
Los Angeles, CA  90066  

* We can only review DVD, VHS and hardcopy material. Please, no CDs websites or
original works of art.


Please advise recent graduates to apply directly as noted above.


Recruiting Department


Posted at 03:24 PM     Read More  

Category Image Some updates on the resources page.


There are some updates on the resources page, including:  links to signing up for free academic version of XNA Creator's Club for developing on the 360, developing a full XNA game from scratch (using a Guitar Hero controller), and information for C# and C++ programming.


Posted at 09:53 AM     Read More  

Category Image SIGGRAPH in LA in August!  Be there!


SIGGRAPH is a great opportunity.  A few have expressed an interest in attending and being involved this year.  I'd enthusiastically recommend going, as it's an experience that can't be matched elsewhere.

Here's a link to this year's webpage.  It will be in Los Angeles in August.

Consider being a student volunteer and get the conference fee waived as well as possible assistance for hotel and flight!  The deadline for application is quickly approaching -- February 24.  It does not take much time to apply, so consider applying even if you are not sure yet that you will be able to attend.


Posted at 02:19 PM     Read More  

Category Image  A blender tutorial from Maurice.


Here's a quick demo he's whipped up for you guys.  We'll talk about this some this Wednesday.


Posted at 09:53 PM     Read More  

Category Image Website is up and running! 


The website is up and running.  Please let me know if you see anything to update or correct.  Also, feel free to pass along things to post.  The schedule is still from the previous semester, but I plan to update that soon.  The blog is the place for current announcements and information on assignments, so check it often and consider subscribing to the RSS feed if you use a newsreader or mobile device regularly.


Posted at 09:48 PM     Read More