Since the group were struggling with writing their dissertations at the time, workload had lessened with the RTGROP unit. The group now realised that they could have worked more towards a final piece. There were still many other tasks that could be done. These involved, adding a prop to the level to make the character have to pick up a key before finishing the level. Because the group were more focused in getting the levels and the character working in real-time, this idea had been forgotten about. Having a prop involved in a level would require alot more work, and because the group members were already busy with work, and had other problems, this could not be done. If there were more time, and if the group members did not have their dissertations to write, then time would be allocated to doing this. The other tasks that needed doing were animations of the levels in flash before they appeared in motionbuilder, and this was Frances's task. Functions were also needed, so the grid in Motionbuilder could be hidden, and the markers could be hidden on the actor. These were put as priority as they were needed for the presentation, which was in a month's time. The solutions to these were added to the MOCAP documentation.
It was Greg's role to research into how to get the platform to move with the character for the mine cart level, but it was then realised by him and the rest of the group that instead, the level was simply animated, to look like the character was moving through. When playing this animation, it was shown that the level was not big enough, and the animation was over quickly. This meant that the mine cart level would have to be made bigger, but with Alex's other deadlines, it simply meant he did not have enough time to do this. If this project was done again, levels would be made much sooner and tested much early on to avoid this happening. If more time were available to the group, then this task could be completed.
It was decided that there should be 10 seconds showing the mine cart level before the animation should start as it would give the actor (Alex) the chance to get ready. A countdown could be added to help improve the performance side of the project and to provide entertainment to the viewers.
Looking at last year's group performance, there was no showing of the group sorting out the next level ready for the actor to start, and they had animations inbetween the levels. This was this group's idea, but it was not known how to change input so the DVD player output would be shown. Jack would research into this by asking a member of last year's group.
Tasks for the next few weeks were:
Alex - If time, work on the mine cart level more, and provide textures for the rope bridge
Jack - Research into finding a way to switch to a DVD player input so preparation can be done ready for the next level
Frances - Work on animations inbetween levels
Helen - Finish website ready for hand in on 8th May
Greg - Continue production process
Friday, 24 April 2009
Friday, 3 April 2009
MOCAP Session 8 - Friday 3rd April 2009
Since the group now knew how to get real-time working in an efficient time, it meant that the group could now work faster, however since Alex was an hour late to the meeting, it meant that time became limited, and not much work could be done.
A problem was discovered when merging the levels in with the character in Motionbuilder. Since the levels had been properly scaled to the right size in length, they had no been built in size with the character, so it meant that the levels were too big for the character to navigate in. Since the character had already been rigged, it meant that it could not be resized, and this was warned to us by our client, Alex Counsell. It seemed the only thing that was possible, was to scale down the levels. When the group tried descaling Alex's ropebridge level, it seemed to work fine, but when trying to descale Simon's level, it became a challenge. Firstly because he hadn't grouped the level as one object, meant it became impossible to do so, and also when it was scaled down, it didn't fit in proportion to the character, and this made the group confused. The solution maybe, was to get Simon to group his level and try again. If the descaling would not work, the group would not be able to use his level, and this would be a waste of time, so research would need to be carried out to get this to work.
Frances had finished her animations and had uploaded them to Youtube for the group to see, and it was agreed that they were useful for the start and end of the performance. Animations would still need to be created at the start of each new level to tell the user what to do in the level (a brief description/aim of the level).
Jack had finished texturing the character, and the group agreed that the textures were suitable for the character, and that it had matched Frances perceptions of the character she originally drew.
Alex had half completed the mine cart level. The group discussed how long they wanted the mine cart to last. Since the specifications of our task was to create a performance that lasted at least 2 minutes, it was decided that the mine cart level should last about a minute, half of the performance, since it was to be the last level and the most important level. It was then Greg's job to research into attaching the character to the moving platform so the character would follow the platform when it moves along the level. Since Motionbuilder was a new program for everyone, this could become a tough task.
Tasks for the easter holidays:
Jack -
Alex - Finish off ropebridge level, bring textures to next mocap session, and finish off mine cart level.
Frances - Think of ideas for aims of the 3 levels of the game, and start working on animations
Simon - Group the cave level together, and rotate so it fits the size of the mocap room, ready to be scaled down next time.
Helen - Continue updating website
Greg - Continue production process, and research into attaching character to moving platform in Motionbuilder.
The group have a month and a half before the performance on 20th May.
A problem was discovered when merging the levels in with the character in Motionbuilder. Since the levels had been properly scaled to the right size in length, they had no been built in size with the character, so it meant that the levels were too big for the character to navigate in. Since the character had already been rigged, it meant that it could not be resized, and this was warned to us by our client, Alex Counsell. It seemed the only thing that was possible, was to scale down the levels. When the group tried descaling Alex's ropebridge level, it seemed to work fine, but when trying to descale Simon's level, it became a challenge. Firstly because he hadn't grouped the level as one object, meant it became impossible to do so, and also when it was scaled down, it didn't fit in proportion to the character, and this made the group confused. The solution maybe, was to get Simon to group his level and try again. If the descaling would not work, the group would not be able to use his level, and this would be a waste of time, so research would need to be carried out to get this to work.
Frances had finished her animations and had uploaded them to Youtube for the group to see, and it was agreed that they were useful for the start and end of the performance. Animations would still need to be created at the start of each new level to tell the user what to do in the level (a brief description/aim of the level).
Jack had finished texturing the character, and the group agreed that the textures were suitable for the character, and that it had matched Frances perceptions of the character she originally drew.
Alex had half completed the mine cart level. The group discussed how long they wanted the mine cart to last. Since the specifications of our task was to create a performance that lasted at least 2 minutes, it was decided that the mine cart level should last about a minute, half of the performance, since it was to be the last level and the most important level. It was then Greg's job to research into attaching the character to the moving platform so the character would follow the platform when it moves along the level. Since Motionbuilder was a new program for everyone, this could become a tough task.
Tasks for the easter holidays:
Jack -
Alex - Finish off ropebridge level, bring textures to next mocap session, and finish off mine cart level.
Frances - Think of ideas for aims of the 3 levels of the game, and start working on animations
Simon - Group the cave level together, and rotate so it fits the size of the mocap room, ready to be scaled down next time.
Helen - Continue updating website
Greg - Continue production process, and research into attaching character to moving platform in Motionbuilder.
The group have a month and a half before the performance on 20th May.
Saturday, 28 March 2009
MOCAP Sessions 6 + 7
The 6th mocap session was productive, as the cameras were connecting up to the computers, and so a successful ROM test was run. Simon is now in charge of cleaning up the data on the performance day, and Jack is to work with Motionbuilder. Since the notes taken when being taught by Geoff were vague, it was hard to understand what to do when it came to putting the data in Motionbuilder, and so the session was ended early.
Lucky for the group, a Tuesday session was booked in, and during tuesday, wednesday and thursday sessions, two staff members who are familiar with the MOCAP room, were available for help. This was beneficial as it helped explain the missing steps that the group missed when running through the procedure. There were certain steps in the procedure that were essential, that was not written down in the notes, and these were then updated. Cleaning of the data was simplified, meaning that more time was had to work in Motionbuilder. This would become useful for the group, as the time before the performance will be limited.
Since working with real-time was explained too quickly when Geoff explained it, the notes taken were very brief and very hard to understand. The staff members in the room were around to help, but they had not covered the subject much as well, so experiments were carried out to try and get the feed live. After many attempts, and mistakes of removing an actor from Motionbuilder, the feed finally worked in real-time. The problem was that whenever the real-time plugin was started, the actor in Motionbuilder would just shrink into a heap on the floor, and not match any ROM data. The solution is explained in the revised notes, which can be found here: Mocap Room Documentation. Because of limited time, the marker set was not set up properly, meaning the character jolted and became jumbled up in itself when working in real-time. By creating a proper marker set in Motionbuilder will help keep this data smooth, and hopefully cause no problems. Since it took a while to find a solution to importing the character that Jack and Alex had made into Motionbuilder, it meant that little time was had to experiment in real time, but now this was working, it was proven that the group may be able to achieve a good, working performance, and next time, know what to do, so the group can show Alex Counsell. Even though this step was meant to be achieved a month ago, many problems were encountered. The group have two months to get the performance ready.
Tasks for this week include:
Frances - Work on the animations for the start, end, and inbetween levels. Animations will also need to be created if the character falls, or gets hit, or dies.
Alex - Finish the aesthetics of the ropebridge level, add the textures, and continue working on the mine cart level. This should be aimed to be finished in 2 weeks time.
Jack - Continue with texturing of character, and finalise rigging.
Simon - Help out with cleaning up of data, and texture the cave level.
Helen - Continue updating website
Greg - Continue production process
Lucky for the group, a Tuesday session was booked in, and during tuesday, wednesday and thursday sessions, two staff members who are familiar with the MOCAP room, were available for help. This was beneficial as it helped explain the missing steps that the group missed when running through the procedure. There were certain steps in the procedure that were essential, that was not written down in the notes, and these were then updated. Cleaning of the data was simplified, meaning that more time was had to work in Motionbuilder. This would become useful for the group, as the time before the performance will be limited.
Since working with real-time was explained too quickly when Geoff explained it, the notes taken were very brief and very hard to understand. The staff members in the room were around to help, but they had not covered the subject much as well, so experiments were carried out to try and get the feed live. After many attempts, and mistakes of removing an actor from Motionbuilder, the feed finally worked in real-time. The problem was that whenever the real-time plugin was started, the actor in Motionbuilder would just shrink into a heap on the floor, and not match any ROM data. The solution is explained in the revised notes, which can be found here: Mocap Room Documentation. Because of limited time, the marker set was not set up properly, meaning the character jolted and became jumbled up in itself when working in real-time. By creating a proper marker set in Motionbuilder will help keep this data smooth, and hopefully cause no problems. Since it took a while to find a solution to importing the character that Jack and Alex had made into Motionbuilder, it meant that little time was had to experiment in real time, but now this was working, it was proven that the group may be able to achieve a good, working performance, and next time, know what to do, so the group can show Alex Counsell. Even though this step was meant to be achieved a month ago, many problems were encountered. The group have two months to get the performance ready.
Tasks for this week include:
Frances - Work on the animations for the start, end, and inbetween levels. Animations will also need to be created if the character falls, or gets hit, or dies.
Alex - Finish the aesthetics of the ropebridge level, add the textures, and continue working on the mine cart level. This should be aimed to be finished in 2 weeks time.
Jack - Continue with texturing of character, and finalise rigging.
Simon - Help out with cleaning up of data, and texture the cave level.
Helen - Continue updating website
Greg - Continue production process
Friday, 13 March 2009
MOCAP Suite 5 - 13th March 2009
A few sessions had been booked before this, but these had both been unproductive, as the two computers in the MOCAP room could not connect, losing valuable time for the group. An email was sent to Alex Counsell to fix this, and by this session, it was completed. Since the group did not take any pictures or remember where each of the markers went on the suit, it made it very difficult to place them. It was found out in the end, by loading ROM test data from another group, and finding where the labels went. This cost us time, and meant that we could not clean up the data in time. Since it had been a while since we had cleaned up data, we had forgotten what settings to use, to fill in the gaps, but this was to be solved by simple practice. Because of the little time we had left, Greg had to email the MOCAP room managers and book in more slots. We had found out that one of the other group's had booked in monday's and fridays up until the 30th March. This meant that we'd be left with little time and would almost mean the group would fail the presentation. It was found out that Tuesdays and Thursdays could be booked in, only in certain circumstances, and these were explained as little time left, and due to technical problems. Permission was also given by Alex Counsell, and the group managed to book in another 3 sessions on a tuesday and thursday.
Because we only have 3 hours in the MOCAP room, it gives us little time to setup, capture the data, clean the data then work in real-time. To get this to work, alot of practice would have to be put in, so that by the end of the 3 hour session, we would be able to have a real-time character in Motionbuilder.
Alex had finished the ropebridge level, and showed us. The group approved of this, and would make a perfect level for the game. It would be that if the character was to walk on a certain plank of wood, it would crumble away and the character would have to go another way. This would be done by using an animation trigger. Since Frances was in charge of the animations, she had preferred to create them in Flash, so this may have to be done in Flash, but it will be sorted soon.
Simon had completed the first cave level, and now matched the original design/layout of Frances's original concept designs. If possible, we would have pieces of a key to collect in this level, for the door at the end to open.
Tasks for this week involve:
Alex - Work on creating the mine cart level. Greg had already practiced the animation of a platform to move in Motionbuilder, and should be simple to get it working.
Jack - Learn to texture in motionbuilder, create textures for the character, and advance on the rigging of the character.
Frances - Work on the flash animations (Start, End, Between levels (maybe) and animation triggers (if character fails etc)
Helen - Continue on website
Simon - Help with cleaning up with data in MOCAP room
Greg - Help with cleaning up with data in MOCAP room and continue production process
Because we only have 3 hours in the MOCAP room, it gives us little time to setup, capture the data, clean the data then work in real-time. To get this to work, alot of practice would have to be put in, so that by the end of the 3 hour session, we would be able to have a real-time character in Motionbuilder.
Alex had finished the ropebridge level, and showed us. The group approved of this, and would make a perfect level for the game. It would be that if the character was to walk on a certain plank of wood, it would crumble away and the character would have to go another way. This would be done by using an animation trigger. Since Frances was in charge of the animations, she had preferred to create them in Flash, so this may have to be done in Flash, but it will be sorted soon.
Simon had completed the first cave level, and now matched the original design/layout of Frances's original concept designs. If possible, we would have pieces of a key to collect in this level, for the door at the end to open.
Tasks for this week involve:
Alex - Work on creating the mine cart level. Greg had already practiced the animation of a platform to move in Motionbuilder, and should be simple to get it working.
Jack - Learn to texture in motionbuilder, create textures for the character, and advance on the rigging of the character.
Frances - Work on the flash animations (Start, End, Between levels (maybe) and animation triggers (if character fails etc)
Helen - Continue on website
Simon - Help with cleaning up with data in MOCAP room
Greg - Help with cleaning up with data in MOCAP room and continue production process
Monday, 23 February 2009
MOCAP Suite 4 - 23rd February 2009
This MOCAP session was booked as it was hoped that the character would be rigged, and the a level would be created. Since Jack found out that Motionbuilder must require a skin modifier for rigging to work, then he has had to learn a whole new technique, and this has taken longer than necessary. The group has now realised rigging could have taken place with a default character in the previous months, as it is now holding the group's work up.
Simon had finished creating the first level, and showed the group, which turned out to look good, now that the dimensions of the MOCAP room had been defined. A ROM test was supposed to take place to see if a character model (a default one) would work inside the level, but since the Datastation would not connect to Tarsus (the program running on the 2nd monitor), the group could not test any data. This cost the group a valuable session in the MOCAP room, and another session is to be booked for friday, with an assistant, to make sure the group were following the right directions.
Alex has also been working on a rope-bridge level, and this should be completed by friday.
Frances has said that the Flash animations she works on can be exported to AVI, which should be able to be imported into Motionbuilder.
Greg had a short talk with Andy Bain about what to do next, and he has said to work on the mine cart level, as it would be good to see it working in action. It could easily be done by 'faking'. The audience could control the mine cart by shouting "LEFT!". At this point, someone in the MOCAP room using Motionbuilder, could trigger a camera animation along a set route. This looks like it is in real time, but instead it is just an already created animation of the level.
Tasks for this week are:
Simon - Finish creating the first level, and start working on a new level (the mine cart level - this can be bigger than the other levels, as we need it to last for a while.) Think of ideas what to appear on the track of the mine cart level. Also to send the level he has created to everyone via email, so the group can work on it on friday in the MOCAP room.
Alex - Finish the ropebridge level, screen-shot it, and upload to the Google Group, so the whole group can see. By everyone seeing a finished level, this will show progress, and hopefully improve motivation in the group.
Jack - Finish rigging the character, and ask Alex Counsell if any help needed.
Helen - Try to find a hosting website where the website can be seen by everyone. Any showing of progress will motivate the group.
Frances - Continue on animations within Flash.
Greg - Continue production process and book MOCAP session for friday.
The group can finish this project if they put their minds to it. Andy Bain mentioned even if the mine cart level worked, it would be good enough to show as the performance.
Simon had finished creating the first level, and showed the group, which turned out to look good, now that the dimensions of the MOCAP room had been defined. A ROM test was supposed to take place to see if a character model (a default one) would work inside the level, but since the Datastation would not connect to Tarsus (the program running on the 2nd monitor), the group could not test any data. This cost the group a valuable session in the MOCAP room, and another session is to be booked for friday, with an assistant, to make sure the group were following the right directions.
Alex has also been working on a rope-bridge level, and this should be completed by friday.
Frances has said that the Flash animations she works on can be exported to AVI, which should be able to be imported into Motionbuilder.
Greg had a short talk with Andy Bain about what to do next, and he has said to work on the mine cart level, as it would be good to see it working in action. It could easily be done by 'faking'. The audience could control the mine cart by shouting "LEFT!". At this point, someone in the MOCAP room using Motionbuilder, could trigger a camera animation along a set route. This looks like it is in real time, but instead it is just an already created animation of the level.
Tasks for this week are:
Simon - Finish creating the first level, and start working on a new level (the mine cart level - this can be bigger than the other levels, as we need it to last for a while.) Think of ideas what to appear on the track of the mine cart level. Also to send the level he has created to everyone via email, so the group can work on it on friday in the MOCAP room.
Alex - Finish the ropebridge level, screen-shot it, and upload to the Google Group, so the whole group can see. By everyone seeing a finished level, this will show progress, and hopefully improve motivation in the group.
Jack - Finish rigging the character, and ask Alex Counsell if any help needed.
Helen - Try to find a hosting website where the website can be seen by everyone. Any showing of progress will motivate the group.
Frances - Continue on animations within Flash.
Greg - Continue production process and book MOCAP session for friday.
The group can finish this project if they put their minds to it. Andy Bain mentioned even if the mine cart level worked, it would be good enough to show as the performance.
Monday, 16 February 2009
MOCAP Suite 3 - 16th February 2009
As Simon was ill, and Frances was busy, only Greg, Jack, Alex and Hel managed to come to the pre-booked MOCAP session. The original plan was to have the character finished and be tested in real time with a level, but since the character had only just been finished the night before, then no rigging could take place.
We were told on Wednesday that the size of the MOCAP room was 9 x 5 ft, and Simon had created a default level to use for the template when creating levels, but this looked extremely small. When we went into the MOCAP room, we tried measuring the MOCAP room with our feet, as a size 9 foot is roughly equal to one foot. It was then proven that the room was not 9 x 5 ft, but infact, 20 x 12 ft, which is alot better than the suggested size. We do not know why Alex Counsell told us it was 9 x 5, as this seemed extremely small, and there was no room to place the character or move about. So a new default level was created in 3D Studio Max, with the correct dimensions, and Jack and Alex rescaled the character to fit into the levels. This would be the template file to use for all the levels, and the levels could be built using this. Since Alex had now finished the character, then he said he would not mind working on some levels, as he prefers levels. This would certainly be of benefit to us, and if Jack could help as well, then the levels would be finished within a couple of weeks.
Frances had uploaded concept art to the Google Group so Helen could upload it to the website, and this would take place in the next week.
The roles for this week were:
Frances - Work on the animations (although they may not be able to be done in Flash, as Motionbuilder does not import flash files, and this will have to be thought about)
Helen - Upload the images to the XML gallery, and get it working. Upload the website to a hosting site, so the group can view it.
Jack - Rig the character, so it can be placed in Motionbuilder, and therefore next week when there is another MOCAP Suite session booked, it will work in real-time.
Alex + Simon - Work on the levels. Simon to work on the first level with the sundial, and the cave level. And Alex to work on the ropebridge level.
Greg - Work on the production process and book another MOCAP Suite session for next monday.
A MOCAP Suite session was to be booked for next monday, so the real time data can be experimented with, with the new character and new levels. This can then be shown to Alex Counsell.
We were told on Wednesday that the size of the MOCAP room was 9 x 5 ft, and Simon had created a default level to use for the template when creating levels, but this looked extremely small. When we went into the MOCAP room, we tried measuring the MOCAP room with our feet, as a size 9 foot is roughly equal to one foot. It was then proven that the room was not 9 x 5 ft, but infact, 20 x 12 ft, which is alot better than the suggested size. We do not know why Alex Counsell told us it was 9 x 5, as this seemed extremely small, and there was no room to place the character or move about. So a new default level was created in 3D Studio Max, with the correct dimensions, and Jack and Alex rescaled the character to fit into the levels. This would be the template file to use for all the levels, and the levels could be built using this. Since Alex had now finished the character, then he said he would not mind working on some levels, as he prefers levels. This would certainly be of benefit to us, and if Jack could help as well, then the levels would be finished within a couple of weeks.
Frances had uploaded concept art to the Google Group so Helen could upload it to the website, and this would take place in the next week.
The roles for this week were:
Frances - Work on the animations (although they may not be able to be done in Flash, as Motionbuilder does not import flash files, and this will have to be thought about)
Helen - Upload the images to the XML gallery, and get it working. Upload the website to a hosting site, so the group can view it.
Jack - Rig the character, so it can be placed in Motionbuilder, and therefore next week when there is another MOCAP Suite session booked, it will work in real-time.
Alex + Simon - Work on the levels. Simon to work on the first level with the sundial, and the cave level. And Alex to work on the ropebridge level.
Greg - Work on the production process and book another MOCAP Suite session for next monday.
A MOCAP Suite session was to be booked for next monday, so the real time data can be experimented with, with the new character and new levels. This can then be shown to Alex Counsell.
Wednesday, 11 February 2009
Alex Counsell Meeting Three - 11th February 2009
Another meeting was organised with Alex Counsell, as there hadn't been one since December. Not much had been done in the time, so the group had practically nothing to show.
It was proven that Simon's level he created could not fit in the mocap room, as the area was too big, and this was not thought about when he created it. It may be possible to use the level, if we can get the level to move around the character, but that is something we will have to research.
Since the MOCAP room is only 9 x 5, the area is really quite small, and basically impossible to work with when creating levels.
Alex suggested the idea before, but the idea came up of a moving level, where the level moves around the character, and we were going to use this concept with a mine cart level, where the character was to duck, and move left and right, avoiding obstacles and steering the way. We thought that the concept could also be used to create other moving levels, where the character stays still, then moves left or right, whilst the level is moving a steady pace. Obstacles would come towards the character and they would have to avoid them by moving left, right, ducking or jumping. The concept could also be used on a moving platform, the character moves onto the moving platform at the right time, and is taken further, hence giving us more space to work with.
Our next plan of action is to create a simple level in Motionbuilder so we can work with the default model for all levels, then we know the space that we can work with. This can be done just using simple blocks for obstacles. Once this is done, we must import the character in, so we can resize it, and create a relative size, so the character fits in with the level environment. If necessary, we can just use a block for the character, and attach ROM data to that, so it can easily be tested without the need for our character model. Alex Counsell told us that the character cannot be rigged until it is the right size, as once the character is rigged, it is almost impossible to resize.
Once the basic character and levels are tested, then more complex levels can be added, and puzzles can be implemented.
Once we have got a working example of a level and character in Motionbuilder, we must show Alex Counsell, and this MUST be done in the next couple of weeks, otherwise we have a chance of failing.
Motionbuilder must be researched so we know it inside out, and this can be done by using relevant tutorials that come with the software, and internet tutorials. The sooner this gets done, the more confident we will feel about our performance. Alex Counsell told us that Motionbuilder 2009 features are still being tested.
It was said that there is only 10 weeks left for us to finish, which gives us little time, and we have hardly achieved anything, so the next few weeks will be a MASSIVE push to catch up.
It was proven that Simon's level he created could not fit in the mocap room, as the area was too big, and this was not thought about when he created it. It may be possible to use the level, if we can get the level to move around the character, but that is something we will have to research.
Since the MOCAP room is only 9 x 5, the area is really quite small, and basically impossible to work with when creating levels.
Alex suggested the idea before, but the idea came up of a moving level, where the level moves around the character, and we were going to use this concept with a mine cart level, where the character was to duck, and move left and right, avoiding obstacles and steering the way. We thought that the concept could also be used to create other moving levels, where the character stays still, then moves left or right, whilst the level is moving a steady pace. Obstacles would come towards the character and they would have to avoid them by moving left, right, ducking or jumping. The concept could also be used on a moving platform, the character moves onto the moving platform at the right time, and is taken further, hence giving us more space to work with.
Our next plan of action is to create a simple level in Motionbuilder so we can work with the default model for all levels, then we know the space that we can work with. This can be done just using simple blocks for obstacles. Once this is done, we must import the character in, so we can resize it, and create a relative size, so the character fits in with the level environment. If necessary, we can just use a block for the character, and attach ROM data to that, so it can easily be tested without the need for our character model. Alex Counsell told us that the character cannot be rigged until it is the right size, as once the character is rigged, it is almost impossible to resize.
Once the basic character and levels are tested, then more complex levels can be added, and puzzles can be implemented.
Once we have got a working example of a level and character in Motionbuilder, we must show Alex Counsell, and this MUST be done in the next couple of weeks, otherwise we have a chance of failing.
Motionbuilder must be researched so we know it inside out, and this can be done by using relevant tutorials that come with the software, and internet tutorials. The sooner this gets done, the more confident we will feel about our performance. Alex Counsell told us that Motionbuilder 2009 features are still being tested.
It was said that there is only 10 weeks left for us to finish, which gives us little time, and we have hardly achieved anything, so the next few weeks will be a MASSIVE push to catch up.
Tuesday, 10 February 2009
Meeting Nine - 9th February 2009
Since everybody in the group was available at different times, and did not know their timetables until later than expected, no meeting could take place. A quick meeting was organised today, as the situation was growing worse.
Our group work around a tight schedule, and make it hard for everyone to be available at the same time. Simon lives 40 minutes away, so can only be in Uni on certain days, and Alex has a part time job with hours that change every week. Digital Media students are free most of the time, but with these 2 members not being able to be around, a booking for the MOCAP room is almost impossible. Since it is best that all members of the groupm should be at the MOCAP room, it is hard to arrange a time where everybody is free.
Simon had now completed the first level, and sent this in an email to all of us. This was quite detailed, and maybe too detailed for the level. A meeting would need to be arranged with Alex Counsell about reducing the requirements since there is only 10 weeks left, we cannot create the 5 levels he suggested.
Frances has been working on some sketches, and will continue working on them.
Alex still has not finished the character, that was set in October 2008, due to other issues, but this should be finished immediatly, as we cannot afford to waste time, and we need the character to be used in the next MOCAP session.
Helen had now created a fully functioning flash website which showed the production process, about the group members, and xml image gallery. This was taking shape but she was still waiting for Frances to upload images to the google group.
The roles for this week are:
Alex - Finish the character by the end of this week so Jack can rig it
Jack - Wait for Alex to finish the character and rig it once sent to him
Simon - Continue the levels, but make them less detailed
Frances - Create sketches and concept art for Helen to upload to the XML image gallery
Helen - Continue with the flash website, and once Frances had uploaded the images, upload them to the XML gallery
Greg - Continue Production Process
Everyone - To write up their report for their work they've done, and upload it to the google group or the blog, so it can be uploaded to the flash website.
A MOCAP session was arranged for 10am next wednesday, but apparently we can only book the room on mondays and fridays, making it very hard for us to all be there at once. Mondays 1pm-4pm was suggested, but because Greg, Frances and Helen have a lecture then, the work would have to be carried out by Jack, Alex and Simon, and Greg, Helen and Frances would check after their lecture.
A meeting with Alex Counsell was arranged for wednesday morning at 10am to reduce the requirements.
Our group work around a tight schedule, and make it hard for everyone to be available at the same time. Simon lives 40 minutes away, so can only be in Uni on certain days, and Alex has a part time job with hours that change every week. Digital Media students are free most of the time, but with these 2 members not being able to be around, a booking for the MOCAP room is almost impossible. Since it is best that all members of the groupm should be at the MOCAP room, it is hard to arrange a time where everybody is free.
Simon had now completed the first level, and sent this in an email to all of us. This was quite detailed, and maybe too detailed for the level. A meeting would need to be arranged with Alex Counsell about reducing the requirements since there is only 10 weeks left, we cannot create the 5 levels he suggested.
Frances has been working on some sketches, and will continue working on them.
Alex still has not finished the character, that was set in October 2008, due to other issues, but this should be finished immediatly, as we cannot afford to waste time, and we need the character to be used in the next MOCAP session.
Helen had now created a fully functioning flash website which showed the production process, about the group members, and xml image gallery. This was taking shape but she was still waiting for Frances to upload images to the google group.
The roles for this week are:
Alex - Finish the character by the end of this week so Jack can rig it
Jack - Wait for Alex to finish the character and rig it once sent to him
Simon - Continue the levels, but make them less detailed
Frances - Create sketches and concept art for Helen to upload to the XML image gallery
Helen - Continue with the flash website, and once Frances had uploaded the images, upload them to the XML gallery
Greg - Continue Production Process
Everyone - To write up their report for their work they've done, and upload it to the google group or the blog, so it can be uploaded to the flash website.
A MOCAP session was arranged for 10am next wednesday, but apparently we can only book the room on mondays and fridays, making it very hard for us to all be there at once. Mondays 1pm-4pm was suggested, but because Greg, Frances and Helen have a lecture then, the work would have to be carried out by Jack, Alex and Simon, and Greg, Helen and Frances would check after their lecture.
A meeting with Alex Counsell was arranged for wednesday morning at 10am to reduce the requirements.
Tuesday, 3 February 2009
MOCAP Suite Lesson 2 - 3rd February 2009
As this week was during the break between Semester One and Semester Two, the group wanted to try book a Motion Capture session, and to get Alex in the suit, as he had not done last session. Everybody turned up to this session to learn how to mark up Alex in the suit. As taught last time, the group ran through the procedure of setting up Vicon iQ and configuring each of the cameras. Since Jack had written a step by step guide of how this was done, this was easily achievable, with a little help from Geoff. The step by step guide can be viewed here:
Step By Step Guide
Alex was put in the suit, and we were shown how to mark him up. There are 52 markers, and are placed evenly around the body. Markers on the left hand side were symmetrical to the right hand side. This video shows where the markers are to be placed:
Applying Marker Tutorial
Once we were familiarised with that, we could continue on the process of the ROM test, cleaning up the data, and then importing to Motionbuilder, attaching the data to a model, and then setting up real-time. This is all explained on the step by step guide.
As this was only our group's second attempt at using Vicon iQ and Motionbuilder, we would need alot more practice, so more sessions will have to be booked.
Since Alex has not finished the character, we had to use an already created model, but as soon as Alex has finished his model of the character, we can use that next time in the MOCAP suite.
Step By Step Guide
Alex was put in the suit, and we were shown how to mark him up. There are 52 markers, and are placed evenly around the body. Markers on the left hand side were symmetrical to the right hand side. This video shows where the markers are to be placed:
Applying Marker Tutorial
Once we were familiarised with that, we could continue on the process of the ROM test, cleaning up the data, and then importing to Motionbuilder, attaching the data to a model, and then setting up real-time. This is all explained on the step by step guide.
As this was only our group's second attempt at using Vicon iQ and Motionbuilder, we would need alot more practice, so more sessions will have to be booked.
Since Alex has not finished the character, we had to use an already created model, but as soon as Alex has finished his model of the character, we can use that next time in the MOCAP suite.
Thursday, 22 January 2009
MOCAP Suite Lesson 1 - 22nd January 2009
In this session, only Greg, Jack, Frances, Helen and Simon turned up as Alex could not make this. This made it hard as we could not get anybody in the suit, as we had already decided Alex was going to be in the suit.
We got taught by Geoff, who was an instructor of the Motion Capture room, how to use the computers, what software to use, and how we set up our performance. Since we had nobody in the suit, we had to use somebody else's data and label theirs. Since this was our group's first time in the Motion Capture room, we all found it rather confusing as to what to do and struggled when it came to cleaning up the ROM (Range of Motion) data. All of us managed to have a go, and it took longer than expected. Sometimes data can be easily to clean if all the markers are shown when the ROM test is carried out, and if the actor performs his exercises well. If a marker is not shown, this can affect the data, and thus takes more time to clean up. To clean up all the data, the bars on the Continunity Chart must be full, with as little gaps as possible. For us, this took us a few hours, as some of the actor's markers did not get picked up by the cameras. We would get used to this after a couple of sessions in the MOCAP room, and would hopefully only take us a short period of time before our performance.
A step by step guide can be viewed here:
Step by step guide
Now the first session was completed, it was now up to Alex to complete the character in time for the next session.
We got taught by Geoff, who was an instructor of the Motion Capture room, how to use the computers, what software to use, and how we set up our performance. Since we had nobody in the suit, we had to use somebody else's data and label theirs. Since this was our group's first time in the Motion Capture room, we all found it rather confusing as to what to do and struggled when it came to cleaning up the ROM (Range of Motion) data. All of us managed to have a go, and it took longer than expected. Sometimes data can be easily to clean if all the markers are shown when the ROM test is carried out, and if the actor performs his exercises well. If a marker is not shown, this can affect the data, and thus takes more time to clean up. To clean up all the data, the bars on the Continunity Chart must be full, with as little gaps as possible. For us, this took us a few hours, as some of the actor's markers did not get picked up by the cameras. We would get used to this after a couple of sessions in the MOCAP room, and would hopefully only take us a short period of time before our performance.
A step by step guide can be viewed here:
Step by step guide
Now the first session was completed, it was now up to Alex to complete the character in time for the next session.
Wednesday, 21 January 2009
Meeting Eight - 19th January 2009
This week everybody turned up. A motion capture session was organised for thursday between 10am and 1.45pm. Alex, who had been busy the past couple of weeks would now finialise the character and have it finished within the next week, if not, hopefully by Thursday. It was discussed that the MOCAP room would have a completed model for us to use anyway, so there was no rush in finishing the character.
We decided that 4 hours for a MOCAP session was too long for us to concentrate, but once emailing the guys, they said that it is required for that amount of time, as everything has to be set up.
When discussing the levels, the last level came up as a problem, as it would be hard to get another person in a MOCAP suit just for the 'boss' level. We decided that an alternate to that could be an automated animated character that follows a specific path etc, and DR Adventure must shoot at him or hit him at the right time to destroy him. This would obviously have to be discussed at a later date.
We also discussed the first level puzzle of collecting a key. And this key could come in the form of a sundial. This would work as, as soon as it is put together, light is shone on, and the door is opened. Frances said that she would be able to create some sketches of this.
Regarding the first level deadline for Simon, it would now be 2 weeks from today.
Tasks for this week are:
Simon - Continue working on the Jungle level and environment and have completed within 2 weeks.
Frances - Work on concept art of some levels and objects as design, and upload for Helen to use for her XML gallery in Flash.
Alex - Finish the character model asap
Jack - Research textures for the model
Helen - Wait for Frances to upload the concept art, and start working on the XML image gallery
Me - Start a project plan and look into gant charts like Microsoft Project etc.
The group will meet on Thursday for the MOCAP session. There will be no meeting next week as Helen, and Simon are both busy. A meeting could take place if another MOCAP session happened next thursday.
We decided that 4 hours for a MOCAP session was too long for us to concentrate, but once emailing the guys, they said that it is required for that amount of time, as everything has to be set up.
When discussing the levels, the last level came up as a problem, as it would be hard to get another person in a MOCAP suit just for the 'boss' level. We decided that an alternate to that could be an automated animated character that follows a specific path etc, and DR Adventure must shoot at him or hit him at the right time to destroy him. This would obviously have to be discussed at a later date.
We also discussed the first level puzzle of collecting a key. And this key could come in the form of a sundial. This would work as, as soon as it is put together, light is shone on, and the door is opened. Frances said that she would be able to create some sketches of this.
Regarding the first level deadline for Simon, it would now be 2 weeks from today.
Tasks for this week are:
Simon - Continue working on the Jungle level and environment and have completed within 2 weeks.
Frances - Work on concept art of some levels and objects as design, and upload for Helen to use for her XML gallery in Flash.
Alex - Finish the character model asap
Jack - Research textures for the model
Helen - Wait for Frances to upload the concept art, and start working on the XML image gallery
Me - Start a project plan and look into gant charts like Microsoft Project etc.
The group will meet on Thursday for the MOCAP session. There will be no meeting next week as Helen, and Simon are both busy. A meeting could take place if another MOCAP session happened next thursday.
Monday, 12 January 2009
Meeting Seven - 12th January 2009
In this meeting only Greg, Helen, Jack and Simon turned up, as the other two didn't realise we had a meeting.
Since getting new requirements from Alex Counsell last meeting, we realised should try to aim for some of these. One of these requirements was to create 5 levels. We thought that this may be too hard for us to achieve, so if we stick to 4 levels, hopefully Alex will be able to agree.
The breakdown of levels:
Level 1 - A Jungle full of trees
Level 2 - A DARK Cave
Level 3 - A Rope bridge
Level 4 - A Volcano
Since Alex Counsell wanted us to create some puzzles in each of the levels instead of simply just picking up a key and getting out, the group tried to think of some ideas. We came up with an idea that because the cave would be dark, the character would have to carry some kind of torch around, to light the way. To get this torch, the character would have to find it in the Jungle, and find two batteries for it. We thought we may be able to try this as puzzle, but would contact Fran and Alex to ask them if they had any input on this. We thought the batteries could be of limited power, and if they ran out, the screen would go black, and the character would die, because of the creatures in the cave eating him, thus producing game over. Simon also thought of maybe using a flame lit torch instead.
We are still waiting for confirmation from Alex (in our group) on news of the development of the character. Once we have finished with the character, the rigging and texturing can take place, so we can work with Motionbuilder. Since Alex did not turn up at the meeting, an email would be sent around to catch up. Greg decided to give Alex a deadline of 1 week to finish the character, as we would be pushed for time. Jack agreed to work on the rigging of the character as soon as it was completed, as he has done it before successfully. He said that we cannot work with the character in Motionbuilder until the character is properly rigged, but said the rigging does not take long.
Greg has sent an email to the MOCAP room to try book in a session to start learning Motionbuilder, but now must agree with the group to organise a day every week they can go in. This will probably be Mondays, and the same time as our normal weekly meetings, as it seems everyone can make that time. Since Semester Two is coming up, Greg will be asking people what their Semester 2 timetables are, so we can fit in around them.
Helen has created a draft version of the website and uploaded it to the google group. All that needs to be done now, is await the information to upload to the website. Since the website is marked quite high, she has realised she will need to make it quite complex, to get a good mark. For this, she has decided to create an XML image gallery in Flash showing concept art. She will require Fran to upload all the concept art to the google group so she can start.
As texturing the character is concerned, we do not know if we have to texture in Motionbuilder, or to texture using Max. Greg will send an email to Alex Counsell asking this.
Tasks for this week are:
Helen - Await for Fran to upload all concept art to the Google Group and start working on an XML image gallery in Flash.
Simon - Explain his level designs/environments on the Google Group and upload any work that he has done to it as well. He is to keep working on the environments. A deadline has been set to finish the first level design/environment (The Jungle) by 2 weeks time. Thus meaning 2 weeks are set to create each of the levels.
Alex - Finish the character model, upload it to the Google Group and send it to Jack so he can start rigging it. He will also be set the task of texturing the character but as this may take a while, Jack has agreed to help out.
Jack - Await Alex's model so rigging can take place.
Fran - Think of any puzzle type ideas for each of the levels, and upload all concept images to the Google Group so Helen can work on the XML image gallery.
Greg - Continue Production Process, write up a full list of requirements for Alex Counsell to sign off as soon as possible, and send an email asking if we can texture using Max instead of Motionbuilder.
Since getting new requirements from Alex Counsell last meeting, we realised should try to aim for some of these. One of these requirements was to create 5 levels. We thought that this may be too hard for us to achieve, so if we stick to 4 levels, hopefully Alex will be able to agree.
The breakdown of levels:
Level 1 - A Jungle full of trees
Level 2 - A DARK Cave
Level 3 - A Rope bridge
Level 4 - A Volcano
Since Alex Counsell wanted us to create some puzzles in each of the levels instead of simply just picking up a key and getting out, the group tried to think of some ideas. We came up with an idea that because the cave would be dark, the character would have to carry some kind of torch around, to light the way. To get this torch, the character would have to find it in the Jungle, and find two batteries for it. We thought we may be able to try this as puzzle, but would contact Fran and Alex to ask them if they had any input on this. We thought the batteries could be of limited power, and if they ran out, the screen would go black, and the character would die, because of the creatures in the cave eating him, thus producing game over. Simon also thought of maybe using a flame lit torch instead.
We are still waiting for confirmation from Alex (in our group) on news of the development of the character. Once we have finished with the character, the rigging and texturing can take place, so we can work with Motionbuilder. Since Alex did not turn up at the meeting, an email would be sent around to catch up. Greg decided to give Alex a deadline of 1 week to finish the character, as we would be pushed for time. Jack agreed to work on the rigging of the character as soon as it was completed, as he has done it before successfully. He said that we cannot work with the character in Motionbuilder until the character is properly rigged, but said the rigging does not take long.
Greg has sent an email to the MOCAP room to try book in a session to start learning Motionbuilder, but now must agree with the group to organise a day every week they can go in. This will probably be Mondays, and the same time as our normal weekly meetings, as it seems everyone can make that time. Since Semester Two is coming up, Greg will be asking people what their Semester 2 timetables are, so we can fit in around them.
Helen has created a draft version of the website and uploaded it to the google group. All that needs to be done now, is await the information to upload to the website. Since the website is marked quite high, she has realised she will need to make it quite complex, to get a good mark. For this, she has decided to create an XML image gallery in Flash showing concept art. She will require Fran to upload all the concept art to the google group so she can start.
As texturing the character is concerned, we do not know if we have to texture in Motionbuilder, or to texture using Max. Greg will send an email to Alex Counsell asking this.
Tasks for this week are:
Helen - Await for Fran to upload all concept art to the Google Group and start working on an XML image gallery in Flash.
Simon - Explain his level designs/environments on the Google Group and upload any work that he has done to it as well. He is to keep working on the environments. A deadline has been set to finish the first level design/environment (The Jungle) by 2 weeks time. Thus meaning 2 weeks are set to create each of the levels.
Alex - Finish the character model, upload it to the Google Group and send it to Jack so he can start rigging it. He will also be set the task of texturing the character but as this may take a while, Jack has agreed to help out.
Jack - Await Alex's model so rigging can take place.
Fran - Think of any puzzle type ideas for each of the levels, and upload all concept images to the Google Group so Helen can work on the XML image gallery.
Greg - Continue Production Process, write up a full list of requirements for Alex Counsell to sign off as soon as possible, and send an email asking if we can texture using Max instead of Motionbuilder.
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