thats good to know, thanks Chris (: On Sat, May 9, 2009 at 5:32 PM, Chris Sherman <cshermandesign@xxxxxxxxx>wrote: > Sure, will do animation > > Sent from my BlackBerry > > ------------------------------ > *From*: Alan Wolfe > *Date*: Sat, 9 May 2009 17:29:16 -0700 > > *To*: <project1dev@xxxxxxxxxxxxx> > *Subject*: [project1dev] Re: Animation LODing > anybody willing to try animation sometime? > > right now all the animations have been done by me, and you all have more > artistic skill in your little pinky than i do in my whole body so im sure > any one of you would do a better job :P > > On Sat, May 9, 2009 at 5:23 PM, Chris Sherman <cshermandesign@xxxxxxxxx>wrote: > >> I'm good at both organic and geometric modeling, I can do buildings props >> and characters. I've done some IK boning as well but its been a while. I am >> willing to take on any assignment >> >> Sent from my BlackBerry >> >> ------------------------------ >> *From*: katie cook >> *Date*: Sat, 9 May 2009 12:34:02 -0700 (PDT) >> >> *To*: <project1dev@xxxxxxxxxxxxx> >> *Subject*: [project1dev] Re: Animation LODing >> Hey Guys, >> >> My strength is in item/prop modeling, I would like to contribute to that. >> >> I would love to help with other small art stuff too if needed, like >> temp/basic character models, block animation, textures, etc. I haven't spent >> much time working with these things in a while, but it would be a great way >> to get reacquainted with them and get some experience. >> >> Thanks for letting be a part of the team guys. I am super excited to help. >> =) >> >> Katie >> >> --- On *Fri, 5/8/09, figarus@xxxxxxxxx <figarus@xxxxxxxxx>* wrote: >> >> >> From: figarus@xxxxxxxxx <figarus@xxxxxxxxx> >> Subject: [project1dev] Re: Animation LODing >> To: project1dev@xxxxxxxxxxxxx >> Date: Friday, May 8, 2009, 10:14 AM >> >> Hey katie, I think we"re gonna compile an official list for artists so we >> can start divying it up... I will do that today (soon) so we can get it >> going. >> >> ARTISTS: >> Just so we can all get to know each other, maybe if you could write down >> what you're interested in doing - like building/landscape modeling, >> character modeling, monster modeling, item and props modeling, texturing, >> animation, etc etc etc >> >> For myself, I plan on doing concept art and setting the basic theme/style >> and then filling in wherever else we need production wise. I know art is a >> little behind (I've been focused on getting design down but its definitely >> time to start getting art in, even temp art cuz it'll probably take a few >> levels of polishing before we get the game where we want on an art level.) >> but we have a lot of talent and I think once we get some kinks out in the >> work flow and a production schedule so we all know what we're doing and who >> can help what, etc we can pump stuff out pretty quick and also once we have >> a library of props it'll be easier for scripters and level builders too... >> >> So yeah, let's get this stuff resolved soon :) >> >> Sent via BlackBerry from T-Mobile >> >> ------------------------------ >> *From*: katie cook >> *Date*: Fri, 8 May 2009 10:02:15 -0700 (PDT) >> *To*: <project1dev@xxxxxxxxxxxxx> >> *Subject*: [project1dev] Re: Animation LODing >> >> Yea, I tried a few different scenarios, which proved to be unstable. Then >> I stumble upon the FBX Plug-in (which is awesome), and all was well. The FBX >> seems to work the best and is the easiest to use. =) >> >> I can start doing more models now if you guys just want to hit me up with >> what you need. >> I am in Seattle, and have evenings free most nights after 6 and all day >> Saturday/part of Sunday. >> >> Happy Gaming! =) >> >> --- On *Fri, 5/8/09, Chris Riccobono <crysalim@xxxxxxxxx>* wrote: >> >> >> From: Chris Riccobono <crysalim@xxxxxxxxx> >> Subject: [project1dev] Re: Animation LODing >> To: project1dev@xxxxxxxxxxxxx >> Date: Friday, May 8, 2009, 1:25 AM >> >> That's a nice looking pickaxe Katie, this kind of art will help a lot >> with the cave! I especially like that you got Maya importing to >> Milkshape, we were having trouble with that before :) >> >> On Thu, May 7, 2009 at 11:38 PM, Alan Wolfe >> <alan.wolfe@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=alan.wolfe@xxxxxxxxx>> >> wrote: >> > Hey that looks nice Katie! >> > >> > On Thu, May 7, 2009 at 10:49 PM, katie cook >> > <ktmcook@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=ktmcook@xxxxxxxxx>> >> wrote: >> >> >> >> Hi Guys, >> >> >> >> Katie here. So I finally got my workflow worked out. I am using Maya >> 2009 >> >> and exporting to Milkshape. I am hoping that I can start helping with >> >> Models, etc. >> >> >> >> If you guys could let me know where your at with Models, etc and what >> is >> >> needed that would be awesome. I would love to jump in and start helping >> >> right away. >> >> >> >> Attached is a very basic PickAxe. I just created this as a means to >> work >> >> out all my software conversion issues/workflow. >> >> >> >> Anyway, If you guys want to use it temporarily or longer, feel free. If >> >> you don't I won't be offended, =) since I just build it for setup. >> >> >> >> And, >> >> >> >> "mattthefiend", (sorry, don't know him otherwise by name) >> >> >> >> said he would be up for texturing it if it became applicable. >> >> >> >> Anyway, looking forward to contributing. >> >> >> >> Thanks >> >> >> >> >> >> Katie >> >> >> >> --- On Thu, 5/7/09, Alan Wolfe >> >> <alan.wolfe@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=alan.wolfe@xxxxxxxxx>> >> wrote: >> >> >> >> From: Alan Wolfe >> >> <alan.wolfe@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=alan.wolfe@xxxxxxxxx> >> > >> >> Subject: [project1dev] Re: Animation LODing >> >> To: >> >> project1dev@xxxxxxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=project1dev@xxxxxxxxxxxxx> >> >> Date: Thursday, May 7, 2009, 10:29 PM >> >> >> >> man im jealous.... >> >> >> >> On Thu, May 7, 2009 at 10:27 PM, >> >> <mattthefiend@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=mattthefiend@xxxxxxxxx>> >> wrote: >> >>> >> >>> Mine is prolly good for high standard and works for multi core testing >> >>> >> >>> 2x 256 mb hd 4550 radeon cards >> >>> Athlon 2.8ghz dual core >> >>> 4 gb memory w/ 2gb reserve for 64bit >> >>> And an amazing motherboard >> >>> >> >>> Its my pride and joy! :) >> >>> >> >>> Sent via BlackBerry from T-Mobile >> >>> >> >>>________________________________ >> >>> From: Alan Wolfe >> >>> Date: Thu, 7 May 2009 22:20:06 -0700 >> >>> To: >> >>> <project1dev@xxxxxxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=project1dev@xxxxxxxxxxxxx> >> > >> >>> Subject: [project1dev] Re: Animation LODing >> >>> Kent just got an upgrade but if not for that i'd say he had you beat >> >>> every day of the week (and twice on sunday) >> >>> >> >>> but lol, what's your specs? You may be right we could use your >> machine >> >>> as the min specs maybe... >> >>> >> >>> and btw my comp is kinda old, i think like 2 years maybe more... it's >> a >> >>> P4 2.6GHZ w/ 1GB RAM so shrug. >> >>> >> >>> On Thu, May 7, 2009 at 10:16 PM, Nick Klotz >> >>> <roracsenshi@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=roracsenshi@xxxxxxxxx> >> > >> >>> wrote: >> >>>> >> >>>> I'm pretty sure my computer will end up becoming the low standard. If >> it >> >>>> runs on this pos it'll run on dos. >> >>>> >> >>>> On Fri, May 8, 2009 at 12:11 AM, Alan Wolfe >> >>>> <alan.wolfe@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=alan.wolfe@xxxxxxxxx> >> > >> >>>> wrote: >> >>>>> >> >>>>> Hey thats an idea Matt... >> >>>>> >> >>>>> if animation takes a lot of CPU time we could have an animation >> quality >> >>>>> setting which would set the max instances of the animations higher >> or lower. >> >>>>> >> >>>>> Neat idea (: >> >>>>> >> >>>>> On Thu, May 7, 2009 at 10:06 PM, >> >>>>> <mattthefiend@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=mattthefiend@xxxxxxxxx>> >> wrote: >> >>>>>> >> >>>>>> Sounds awesome to me! Its nice to be able to scale down graphics as >> >>>>>> well for slower machines. >> >>>>>> >> >>>>>> Sent via BlackBerry from T-Mobile >> >>>>>> >> >>>>>>________________________________ >> >>>>>> From: Alan Wolfe >> >>>>>> Date: Thu, 7 May 2009 21:59:16 -0700 >> >>>>>> To: >> >>>>>> <project1dev@xxxxxxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=project1dev@xxxxxxxxxxxxx> >> > >> >>>>>> Subject: [project1dev] Re: Animation LODing >> >>>>>> Oh and we can do this in our game too if we need to as a >> preformance >> >>>>>> optomization later on (: >> >>>>>> >> >>>>>> On Thu, May 7, 2009 at 9:41 PM, Alan Wolfe >> >>>>>> <alan.wolfe@xxxxxxxxx<http://us.mc361.mail.yahoo.com/mc/compose?to=alan.wolfe@xxxxxxxxx> >> > >> >>>>>> wrote: >> >>>>>>> >> >>>>>>> Ok so for those of you that don't know what LOD is, it stands for >> >>>>>>> "Level of detail" and in essence means that when things are >> farther away, or >> >>>>>>> less noticeable in some way, that you use less detail cause nobody >> notices, >> >>>>>>> and that saves you processing power and memory. >> >>>>>>> >> >>>>>>> For example, objects that are farther away (models, mountains, >> etc) >> >>>>>>> use less polygons when they are far away since you can't tell the >> difference >> >>>>>>> at a great distance anyways. >> >>>>>>> >> >>>>>>> It makes everything way nicer. >> >>>>>>> >> >>>>>>> >> >>>>>>> Anyhow...So animating models is expensive (takes a lot of CPU >> power). >> >>>>>>> >> >>>>>>> Today i learned something really bad ass, an animation LODing >> >>>>>>> technique. >> >>>>>>> >> >>>>>>> >> >>>>>>> So what the deal is, is you declare up front how many of a >> specific >> >>>>>>> type of animation are allowed to run at once. >> >>>>>>> >> >>>>>>> So like... if you have 10 people all walking around using the same >> >>>>>>> animation, normally you'd have to pay the cost of processing that >> same >> >>>>>>> animation 10 times. >> >>>>>>> >> >>>>>>> >> >>>>>>> The LOD technique is to say "only allow 3 maximum instances of >> that >> >>>>>>> animation to happen at once". >> >>>>>>> >> >>>>>>> So what that does is only process 3 animations but have multiple >> >>>>>>> people use the same processed animation data. >> >>>>>>> >> >>>>>>> If you set it to only 1 maximum instance, everyone would animate >> and >> >>>>>>> walk in unison which is really crappy, and if you do too high a >> number >> >>>>>>> maximum instances, too many people are animating and it eats up a >> lot of >> >>>>>>> CPU. >> >>>>>>> >> >>>>>>> So you basically find the balance and say "well its hard to tell >> that >> >>>>>>> they are sharing animations if you do 3 max" and then you have >> your magic >> >>>>>>> number, and the game runs faster. >> >>>>>>> >> >>>>>>> It's kind of cool... just wanted to share it with everyone... >> >>>>>> >> >>>>> >> >>>> >> >>> >> >> >> >> >> > >> > >> >> >> >> >