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    <title>Specialisation projects 2010</title>
    <link>http://gscept.com/index.php/sp2010</link>
    <description></description>
    <dc:language>en</dc:language>
    <dc:creator>john_ahlborg@yahoo.se</dc:creator>
    <dc:rights>Copyright 2010</dc:rights>
    <dc:date>2010-04-04T17:15:39+00:00</dc:date>
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    <item>
      <title>Final Lipsync</title>
      <link>http://gscept.com/index.php/sp2010/final_lipsync/</link>
      <guid>http://gscept.com/index.php/sp2010/final_lipsync/#When:18:15:39Z</guid>
      <description>The final result with a breakdown of the rig.
Final Lipsync with breakdown from John Ahlborg on Vimeo.</description>
      <dc:subject>Animation friendly character rig with lip&#45;sync</dc:subject>
      <dc:date>2010-04-04T18:15:39+00:00</dc:date>
    </item>

    <item>
      <title>Project Concluded</title>
      <link>http://gscept.com/index.php/sp2010/project_concluded/</link>
      <guid>http://gscept.com/index.php/sp2010/project_concluded/#When:14:59:56Z</guid>
      <description>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&#45;to with retrospect, the executable application and some demo movies.&amp;nbsp;</description>
      <dc:subject>OpenCL Particle System</dc:subject>
      <dc:date>2010-03-28T14:59:56+00:00</dc:date>
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    <item>
      <title>Peasant Village</title>
      <link>http://gscept.com/index.php/sp2010/peasant_village/</link>
      <guid>http://gscept.com/index.php/sp2010/peasant_village/#When:20:27:50Z</guid>
      <description>The 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&#8230; Enjoy!

Christoffer Lindvall &amp;amp; Martin Hjalmarsson</description>
      <dc:subject>Peasant Village, Visual effects in live action</dc:subject>
      <dc:date>2010-03-26T20:27:50+00:00</dc:date>
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    <item>
      <title>FINAL RESULT!</title>
      <link>http://gscept.com/index.php/sp2010/final_result1/</link>
      <guid>http://gscept.com/index.php/sp2010/final_result1/#When:15:38:01Z</guid>
      <description>Until this wednesday I was re&#45;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&#8217;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.</description>
      <dc:subject>Creature Modeling for Film Production</dc:subject>
      <dc:date>2010-03-25T15:38:01+00:00</dc:date>
    </item>

    <item>
      <title>Goal driven behavior</title>
      <link>http://gscept.com/index.php/sp2010/goal_driven_behavior/</link>
      <guid>http://gscept.com/index.php/sp2010/goal_driven_behavior/#When:12:23:05Z</guid>
      <description>The 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&#8217;t need some kind of rewriting. At the moment there are only three &#8220;main&#8221; goals: Attack enemy, Grab flag, Score flag. There is a lot of different sub&#45;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 &#8220;main&#8221; goal got it&#8217;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.</description>
      <dc:subject>Game Demo, AI Programming</dc:subject>
      <dc:date>2010-03-25T12:23:05+00:00</dc:date>
    </item>

    <item>
      <title>At Last Everything Is Done!</title>
      <link>http://gscept.com/index.php/sp2010/at_last_everything_is_done/</link>
      <guid>http://gscept.com/index.php/sp2010/at_last_everything_is_done/#When:12:10:52Z</guid>
      <description>This 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&#8230;..............
Video Link &#8212;&#45;&gt; GCC Master Version</description>
      <dc:subject>Game Character Creation</dc:subject>
      <dc:date>2010-03-25T12:10:52+00:00</dc:date>
    </item>

    <item>
      <title>Final Result</title>
      <link>http://gscept.com/index.php/sp2010/final_result/</link>
      <guid>http://gscept.com/index.php/sp2010/final_result/#When:13:08:20Z</guid>
      <description>Hi 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 &#8220;How To&#8221; 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.</description>
      <dc:subject>Character Creation for Game / Cinematic</dc:subject>
      <dc:date>2010-03-25T13:08:20+00:00</dc:date>
    </item>

    <item>
      <title>Finished!</title>
      <link>http://gscept.com/index.php/sp2010/finished/</link>
      <guid>http://gscept.com/index.php/sp2010/finished/#When:10:54:18Z</guid>
      <description>My Character from Anna Larsson on Vimeo.

&amp;nbsp;

And you can find the Making Of document here</description>
      <dc:subject>Game Demo, Character Modeling</dc:subject>
      <dc:date>2010-03-25T10:54:18+00:00</dc:date>
    </item>

    <item>
      <title>Path smoothing</title>
      <link>http://gscept.com/index.php/sp2010/path_smoothing/</link>
      <guid>http://gscept.com/index.php/sp2010/path_smoothing/#When:10:22:01Z</guid>
      <description>Fallen behind on the blogging this last week so here comes a few things I have done.

Path smoothing so the characters won&#8217;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 &#8220;rubber banding&#8221;. All my triangles is my nav&#45;mesh is bound together with it&#8217;s adjacent triangles by three edges, one for each adjacent triangle. When finding my path I am using the mid&#45;point of those edges as the points the character moves to. When &#8220;rubber banding&#8221; my path the idea is to move the walk&#45;point on every edge to straighten out the path. Further explanation can be found in my HowTo.</description>
      <dc:subject>Game Demo, AI Programming</dc:subject>
      <dc:date>2010-03-25T10:22:01+00:00</dc:date>
    </item>

    <item>
      <title>Helicopter Vfx, Final Result!</title>
      <link>http://gscept.com/index.php/sp2010/helicopter_vfx_final_result/</link>
      <guid>http://gscept.com/index.php/sp2010/helicopter_vfx_final_result/#When:07:36:03Z</guid>
      <description>Project 2010 from Mikael Gjörwell on Vimeo.



&amp;nbsp;</description>
      <dc:subject>Shortfilm, helicopter explosion VFX</dc:subject>
      <dc:date>2010-03-24T07:36:03+00:00</dc:date>
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