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Editor: antont
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changed: - CharacterAnimation for LiveBlender <img src="moverfunkybone.jpg" /> <h2>Release status</h2> the development version should work again with the current BlendeR versions (was originally developed on 2.25), after being broken due to game engine bugs in between (in 2.34). actual release is unscheduled - the discussion thread has most actual info now, http://www.blender.org/modules.php?op=modload&name=phpBB2&file=viewtopic&t=3202 <h2>Development version</h2> Fri Sep 19th 2003 version (mover11-server from glassfield), edited on Fri Mar 26 2004 to have a fully public version: - <a href="ksetup.py">ksetup.py</a> (now customized for the publicly downloadable data (see below) by commenting out the "movers" that are not provided) - <a href="kyperjokki.py">kyperjokki.py</a> - <a href="http://www.kyperjokki.fi/tools/mover-public.blend">mover.blend</a> (and <a href="../Mover.data/mover.blend">mover.blend</a> is an internal version with non-distributable models&animations) <h2>Documentation</h2> documentation coming up as a master thesis at http://an.org/gradu2/ , an "UML class diagram of this implementation":http://an.org/gradu2/mover-original.uml.png might be of special interest there (MoverThesis:FrontPage currently mostly links to that, but may be updated later to be a presentation of the work) this work was also presented in the 2004 BlenderConference, under the title LiveBlender <h2>Discussion</h2> using Blender as a VJing tool - including this project - is discussed now at http://www.blender.org/modules.php?op=modload&name=phpBB2&file=viewtopic&t=3202 a roadmap based on that discussions there (and continuation w/ levon on irc): - antont will take time to test pildanovak's system, and see if can nicely incorporate features / content from it to this system - to further evaluate the usefulness of this architecture - other's will hopefully comment and later contribute too :) one thing i've been wondering are the goals, like trying to separate the functionality from Blender that i tried to do .. that most of the python code would not be tied to Blender API etc., and OTOH how what Blender provides could be better used to make the setups etc. - so opinions about that would be welcome there should be a how-to, currently the closest thing to it is this discussion (thank's to the patient KiT for betatesting effort! :) .. a continuing discussion perhaps tells what this is, KyperMoverAbout <pre> 13:08 <KiT> right.. i get logo's when i press 1 and 2 13:08 <KiT> and this demonstrates what? 13:08 <KiT> or do i have to read the entire thesis 1st? 13:09 <antont> that you can add objects to the visible scene :) 13:09 <antont> no 13:09 <antont> in that blender.org discussion there are some hints about the use 13:09 <KiT> ok 13:09 <antont> but keys q,w,e,.. activate animations 13:09 <antont> b is used for 'beat-tap', to change the speed of animation 13:10 <antont> tab toggles the mode where you can control the animation with the mouse 13:10 <antont> pageup, pagedown add/remove clones 13:10 <antont> arrowkeys rotate, 'd' 'c' move, 'a' 'z' zoom the camera </pre> a central issue for this is CharacterAnimation - more about that there. <h2>Known issues </h2> - MatrixFill - open but no strangenesses - CloneAnimationBughunt - solved! Saluk tested on his own that clones do animate ok and reminded of a small crucial thing that had dropped from my code.. - KyperMoverRefactoring - pretty much done.. - AnimationControlBughunt - solved! :) - AddobjectActuatorBughunt - solved! :) KyperMoverWishList From unknown Tue Aug 10 09:09:35 +0300 2004 From: Date: Tue, 10 Aug 2004 09:09:35 +0300 Subject: python errors in 2.34 Message-ID: <20040810090935+0300@studio.kyperjokki.fi> Detected GL_EXT_separate_specular_color gameobject registry initialized 0.444444444444 initializing.. setting up, movers should be ready by now [None, None] [[49, 1]] [] PYTHON SCRIPT ERROR: Traceback (most recent call last): File "engine.py", line 6, in ? File "C:\Documents and Settings\levon\Desktop\blenderVjto233net\kyperjokki.py" , line 320, in update if event in self.wasclicked: TypeError: argument 1 must be KX_GameObject, not str [[49, 3]] [] PYTHON SCRIPT ERROR: Traceback (most recent call last): File "engine.py", line 6, in ? File "C:\Documents and Settings\levon\Desktop\blenderVjto233net\kyperjokki.py" , line 320, in update if event in self.wasclicked: TypeError: argument 1 must be KX_GameObject, not str initmover self.animate_act1 = self.controller.getActuator("animate1") self.animate_act2 = self.controller.getActuator("animate2") [-0.16784864664077759, -2.1636683940887451, 1.0718491077423096] an object for mover initialized: K 179240508 184250164 mover 1 exists, selected it.. [<kyperjokki.Mover instance at 0x00F16B20>] initmover tried to duplicate:'K' initmover tried to duplicate:'K' From: antont Subject: test case for the 2.34 problem there was a misconception about the game-engine regarding hidden layers. the test case has been fixed since, and works with the current CVS (adding objects using names was broken in 2.34) - as does this project as a whole. http://www.kyperjokki.fi/tools/inittest.blend (instructions included) From unknown Sun Jan 1 04:40:16 +0200 2006 From: Date: Sun, 01 Jan 2006 04:40:16 +0200 Subject: KyperMoverRelated Message-ID: <20060101044016+0200@studio.kyperjokki.fi> 04:07 < erwin_exnan> you can also check out 'dance' software: http://www.magix.ucla.edu/dance/ a bit like NaturalMotion. After this work, new interesting / related things: - http://www.etc.cmu.edu/projects/improv/ The basis of this project is adopting techniques from stage acting and improvisation while designing games. Improvisation in theatre is a form which does not use a script or predetermined ideas for dialog, direction, story and character. In short improvisation is getting on stage and making stuff up as you go along. Surprisingly, there are many similarities between improvisation and games.
CharacterAnimation for LiveBlender

the development version should work again with the current BlendeR versions (was originally developed on 2.25), after being broken due to game engine bugs in between (in 2.34).
actual release is unscheduled - the discussion thread has most actual info now, http://www.blender.org/modules.php?op=modload&name=phpBB2&file=viewtopic&t=3202
Fri Sep 19th 2003 version (mover11-server from glassfield), edited on Fri Mar 26 2004 to have a fully public version:
documentation coming up as a master thesis at http://an.org/gradu2/ , an UML class diagram of this implementation might be of special interest there (MoverThesis:FrontPage currently mostly links to that, but may be updated later to be a presentation of the work)
this work was also presented in the 2004 BlenderConference?, under the title LiveBlender
using Blender as a VJing tool - including this project - is discussed now at http://www.blender.org/modules.php?op=modload&name=phpBB2&file=viewtopic&t=3202
a roadmap based on that discussions there (and continuation w/ levon on irc):
one thing i've been wondering are the goals, like trying to separate the functionality from Blender that i tried to do .. that most of the python code would not be tied to Blender API etc., and OTOH how what Blender provides could be better used to make the setups etc. - so opinions about that would be welcome
there should be a how-to, currently the closest thing to it is this discussion (thank's to the patient KiT? for betatesting effort! :) .. a continuing discussion perhaps tells what this is, KyperMoverAbout
13:08 <KiT> right.. i get logo's when i press 1 and 2 13:08 <KiT> and this demonstrates what? 13:08 <KiT> or do i have to read the entire thesis 1st? 13:09 <antont> that you can add objects to the visible scene :) 13:09 <antont> no 13:09 <antont> in that blender.org discussion there are some hints about the use 13:09 <KiT> ok 13:09 <antont> but keys q,w,e,.. activate animations 13:09 <antont> b is used forbeat-tap, to change the speed of animation 13:10 <antont> tab toggles the mode where you can control the animation with the mouse 13:10 <antont> pageup, pagedown add/remove clones 13:10 <antont> arrowkeys rotate,dcmove,azzoom the camera
a central issue for this is CharacterAnimation - more about that there.
python errors in 2.34 -- Tue, 10 Aug 2004 09:09:35 +0300 reply
Detected GL_EXT_separate_specular_color
gameobject registry initialized
K
initmover
tried to duplicate:KFrom: antont Subject: test case for the 2.34 problem
there was a misconception about the game-engine regarding hidden layers. the test case has been fixed since, and works with the current CVS (adding objects using names was broken in 2.34) - as does this project as a whole. http://www.kyperjokki.fi/tools/inittest.blend (instructions included)
KyperMoverRelated? -- Sun, 01 Jan 2006 04:40:16 +0200 reply
04:07 < erwin_exnan> you can also check out dance software:
http://www.magix.ucla.edu/dance/ a bit like
NaturalMotion?.
After this work, new interesting / related things: