Sunday, April 04, 2010
Final Lipsync
in Animation friendly character rig with lip-syncThe final result with a breakdown of the rig.
Final Lipsync with breakdown from John Ahlborg on Vimeo.
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Sunday, March 28, 2010
Project Concluded
in OpenCL Particle System
The project is now concluded. The only things that happened to the project since my last blog entry is that the particles now have a better texture (which kind of looks like smoke, as in the picture) and project has been shown off at milestone3.
All the documents are available through the links on the side, now including a how-to with retrospect, the executable application and some demo movies.
Friday, March 26, 2010
Peasant Village
in Peasant Village, Visual effects in live actionThe result of our hard work! We are very happy with how it turned out. Please watch in HD on Vimeo! Simply click the Vimeo button in the corner… Enjoy!
Christoffer Lindvall & Martin Hjalmarsson
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Thursday, March 25, 2010
FINAL RESULT!
in Creature Modeling for Film ProductionUntil this wednesday I was re-rendering all the layers and including the occlusion pass. I also made a little breakdown.
So this is how it all looked like in the end!
I have also added the last documents in Milestone 3. So that’s all from me. Thanks for following the process and reading this blog.
Have a nice day / Evelina
The final result and a breakdown from Evelina Kolovou on Vimeo.
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Goal driven behavior
in Game Demo AI ProgrammingThe work on the goal driven behavior for my bots has been an undergoing work during a long time of the project, mostly when I was tired of debugging. Last week of the project have only been dedicated to the behavior thou and even thou a lot of them were written there were non of them that didn’t need some kind of rewriting. At the moment there are only three “main” goals: Attack enemy, Grab flag, Score flag. There is a lot of different sub-goals thou to make the character path find, run, attack and die. Implemented a special goal Think which is the goal that decides what my agents should do. Every “main” goal got it’s own desire calculator which uses things lake range, agent health and flag position to calculate a number between zero and one and then sets the highest goal as the agents current goal. Balancing the desires was very hard and does need a lot more testing and balancing to get the desired behavior from the agents.
At Last Everything Is Done!
in Game Character CreationThis is my final blog post, the project is over at last! i have posted the final result of my project.. Yes that was all, over and out…..............
Video Link —-> GCC Master Version
Final Result
in Character Creation for Game / CinematicHi there!
Now has the project come to the end. It has been very fun and very worthwhile time. I hope you has also enjoyed the blog here.
You can find the “How To” document HERE.
So I will show you here two clips bellow this text.
Take Care! (o~)/
Showreel
Final Showreel For My Project! from Mattias Eriksson on Vimeo.
Some Shoots in Unreal Engine!
Some Fraps Shoots. from Mattias Eriksson on Vimeo.
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Finished!
in Game Demo Character ModelingMy Character from Anna Larsson on Vimeo.
And you can find the Making Of document here
Path smoothing
in Game Demo AI ProgrammingFallen behind on the blogging this last week so here comes a few things I have done.
Path smoothing so the characters won’t walk so strange. Red line is the original path found by my path finder. Blue line is my new smoothed path. Only had time to implement step one out of two so there is still room for improvements but the path is now acceptable at least.
The method I have implemented to smooth the path is called “rubber banding”. All my triangles is my nav-mesh is bound together with it’s adjacent triangles by three edges, one for each adjacent triangle. When finding my path I am using the mid-point of those edges as the points the character moves to. When “rubber banding” my path the idea is to move the walk-point on every edge to straighten out the path. Further explanation can be found in my HowTo.
Wednesday, March 24, 2010
Helicopter Vfx, Final Result!
in Shortfilm, helicopter explosion VFXProject 2010 from Mikael Gjörwell on Vimeo.
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Tuesday, March 23, 2010
50’s Diner - Finished!
in Realistic 50's diner for film productionThis is the final movie and also a breakdown! enjoy.
50’s diner from Karolina Hardinger on Vimeo.
50’s diner breakdown from Karolina Hardinger on Vimeo.
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Update
in Framework for Game Engine ToolsThe level editor downloadables can be found here:
Level Editor Executables
Code Documentation
Several files, merged the C++ side documentation with the Nebula 3 one. Level editor info found in nebula3.chm -> Namespace list -> LevelEditor
Tool Framework Implementation Guide
Did one last update to the interface to remove some clumsy buttons.
Friday, March 19, 2010
Finally Done Almost XP
in Game Character Creation
The project it’s over, or it’s a bit left for the big finalé! Next Wednsday!!!!.
Shortfilm, HVFX - The film
in Shortfilm, helicopter explosion VFXSo this is the latest version of the film. There are still a few things that we want to fix but we are pleased with the over all result of the scenes.
VFX Helicopter Short Film from Mikael Gjörwell on Vimeo.
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Deadline!
in Creature Modeling for Film ProductionIt’s deadline now, and a short clip is done!
I’m really not satisfied yet, because I feel that I need to render another pass, adjust some things, spend some more time in post production, and maybe give the clip some sounds.
Right now I think I’m too tired to be satisfied with it…
But here’s the video!
Turtle 3D from Evelina Kolovou on Vimeo.
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