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Creation Date: 2002-07-11
Greetings, another Making Of JF in your face! Check out these nine videos. All together, it's 474 kB, but each video is around 57 kB. So it should be quicker than the PNG. Those buttons below it actually do what they say sometimes. I'm working on it. This is actually part of my wonderful RPG system. Video without windows controllable by script. Of course, it requires Internet Explorer and Windows Media Player 7. If you don't meet the requirements, click here for links to each movie. They're in DivX format, as I hope you already know. Click here for the codec.




So, what today? Well, why don't I tell you a bit about these 9 wonderful movies, eh? They're all directly from Scene 5. In fact, I recorded them directly from MilkShape. You might remember a few in the past where I've taken stuff directly from MilkShape. Well, the past ones required me to take screenshots and have a macro crop them and save them. It was a serious pain in the arse, lemme tell you. So Mete Ciragan, creator of MilkShape added Video for Windows support to MilkShape. You simply right-click, give it a name, pick the right compression codec, and it creates a video. It's absolutely amazing. One small problem I have with it is that Divx only accepts widths that are multiples of 4 and heights that are multiples of 2. So here I am sizing the window, taking a screenshot and seeing if I have multiples of two and four. It doesn't take very long, but it's a bit annoying. But I can't complain about compression. Video for Windows is perfect for compression. You just click on the compression codec you want and you have it. In fact, the whole thing about the slowness of high-resolution 3d capture is that it has to save ~30*5.5 megabytes per second if you're doing 30 frames per second and 1600x1200x24. There is no hard drive under $1000 that does that, or even 640x480x24x15fps. So what happens when you compress it with DivX while it's still in RAM? Well, then it becomes 56 kbps, 128 kbps, or 900 kbps depending on what quality you want. So you get something that saves to disk in real-time! That kicks major arse for impatient people like me. It's interesting that these videos did not quite run at real-time during recording. It's likely because DivX is such a CPU intensive task as well as OpenGL software vertex processing (Milkshape3D doesn't use the hardware vertex processors for arbitrary reasons). Technically, it should work at real-time. That is what I'm planning for AltSci3D Anime Producer.


But really, recording in real-time is not extremely beneficial. A person can just let the recorder go wild. But rather editing in real-time is extremely important. If you don't see your product while you're making it, you're like a half-person. That is part of the reason why low-polygon graphics is so crucial. With low-polygon 3D, you can actually see what you're editing which allows you to make low-level changes to make it look awesome. The graphics cards these days are getting to a point where developers can actually have medium-polygon 3d, so now extremely beautiful things can be made with consumer-level equipment in real-time. It's absolutely crucial! I think that is what will make AltSci3D Anime Director/Producer the hottest thing on the market.

The other reason why low-polygon 3D and fast video cards are important is that with current market penetration, the first 3d-medium feature-length film can be created! Why am I so excited? Because no one has ever seen a film that is 3D, lossless, and in 1600x1200 resolution with 32 bit color. A feature-length film (1.5 hours) in 3D medium would shock the world. It's such a departure from normal movies that people would not be able to get enough of it. Everyone with a computer would buy it no matter whether they would or would not in the theaters. Like TRON, it would get massive viewership and a cult following that lasts for decades. It would change culture and the program and team that created it would be so hot in demand that they would have a monopoly... For a short while. Then, hundreds of clones will show up and people will push the technology further.

They'll eventually move to the next logical step: interactive camera. The viewers will actually be able to look around the scene during the movie. No more weird camera angles, no more woozy action cameras, the viewer will have control. Some may even go for interactive characters, another first. But then you get closer to something that is similarly interesting: video games that pretend to be movies. There are actually a few video games like this (Omikron: Nomad Soul and Urban Chaos come to mind).

I guess I should stop talking and get back to making it happen. The lesson for today is to join the AltSci3D Project or join another project. The first step to doing this is to get skills. If you have skills, you're good to go. Skills can include programming, art, design, or PR. All of those are essential to any project. Often, there's a programmer with an idea who just needs an artist or two. There's also a bunch of people with ideas and no skills. These people are the plague. Stay away from them. If they don't have one of the skills listed above, you don't want them. If you don't have these skills, get to work on it. If you think you have some of these skills, I'll test you on it. Programmer: can you write a program in Direct3D or OpenGL that includes your own work? Copying examples from a book doesn't count. Art: have you made a 3d model or skin lately? Do people go "oooh!" and "ahhh!" when you post it up at the MilkShape3D boards? Design: have you contributed to a real project and made it significantly better? Or perhaps have you designed your own video game or card game? PR: are you good at talking to people and getting the most out of their efforts? Can you convince corporates to pay you money? So, where do you fit under that? Are your dreams shattered? Some of those skills are really easy to do or learn. In fact, a person can learn all of those things without spending a dime. You can learn a few on your way through college and you can definately do them without college. So, an easier question: Where do I fit under this? I am a programmer. I have made a dozen 3D programs in Visual C++. They are all decent, but not one is as good as AltSci3D Manga Director for VB. I'm still working on it, you see. I'm also a very poor artist. People hardly go oooh or ahhh on the MS3D boards, but a few relatives of mine like JF. I am in desperate need of a good artist, you see. I'm also a fair designer. I wrote JF, I made this website, and I designed those dozen projects that I programmed. I'm also a good PR person because I update Making Of JF everday. I'm going to put Making Of JF on the second page and I'm going to put a static front on the first page. So, now you know your way into a project, e-mail me or goto GameDev.
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