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Creation Date: 2001-12-27
This pic isn't spectacular, but the animation hasn't been seen before by anyone but me. You may or may not notice that my fight scenes are a bit cold. The animations are stiff and ugly. The characters are low-polygon, so what am I supposed to do? Well, I'm supposed to make up for it, not make an excuse for it. So I spend a few hours adding secondary, reactionary, and tertiary motions to the animation to bring up the realism. If I want this to be a full-motion anime in six months, I better get going. As you can see, this punch is a little more fluid. I like it especially. If I could show you the video of it, you'd be amazed, I bet. Except for the legs. I only put a bit of rotation in the hips and knees. I need to put more flexing of the ankle and toes. So the lesson for tonight is: people never move stiffly. They always have to use their lower body to move their upper body and their upper body to move their lower body. They move their left arm back to move their right arm forward and visa-versa. Why do they do this? Not only is it more efficient, it's physically easier. Using Newton's Laws of Physics, we know that every action has an equal and opposite reaction. Thus when a person moves their right arm forward, they must counteract the movement at the same time. The only thing that keeps us accelerating and decelerating in this world is friction. We push off the ground, we push off the air, and we push the water around us in the opposite direction of where we want to go. Thus we get a relative motion, but the entire system must conserve energy and momentum.

Home sweet home and now I have a microwave too. Thanks Mom and Dad. Also, thanks for the ride home and thanks for the Christmas fun. Have fun in Canada.

Hiya Grandma Jeri. If you're reading this, you've found the latest here at Javantea's Fate. It was great seeing you again.

So today, I decided I'd do a bit of JF. I haven't done any real computer graphic stuff for a week (even though I've been scanning in drawings everyday), so I decided that I'd fix the AltSci3D Manga Director Graphic User Interface. I wrote down an idea on how to fix it on the first or second night that I got home. I came up with the idea before I left when I saw some silly person using the offset property of a vertex buffer. And there I saw it... Duh, a person could store a GUI in a vertex buffer and use the offset to use different textures. It's complete genius. Of course, I didn't come up with it, but I put it into action. So, now I have JF's 3d program back at 100%.

My luck at programming made me think of something silly: maybe I should port AltSci3d Manga Director to C++ tonight. Duh. I look at it. No, it's not getting ported tonight. It's getting ported over the next few months. But when I get that going. Then I'll be in the correct position to think about creating AltSci3d Manga Reader, the distributable 3d medium comic that I've been spouting about lately. I think it's going to be the conqueror. The requirements will be: DirectX 8 and Windows 95/Me/XP. Not half bad, right? Notice that it doesn't require a video card. That's because DirectX has software reference drivers. So the comic might take thirty seconds to load, but you'll get a high resolution 3d medium comic. People with 16 MB of Video RAM should expect instant loading and 30 frames per second during motion. Did I just say motion? Yes! It's going to be the key feature of AltSci3d Manga Director/Producer/Reader. The reader will be able to control the camera and even the characters! The artist will limit the camera's motion and the actors motion and the reader will drag the mouse around the scene to see it from different angles. It will become the greatest thing to happen to comics since the mechanical pencil. ^-^ Or not. But I think that it ought to be a superior medium. Oh, might I suggest that since I'm formally publishing this, I now have exclusive ownership of the AltSci3d Manga System. I am interested in competition in the field of 3d medium comics, but I believe that with the AltSci3d System I have a stronghold in the field.

Coining new art terms is nothing new for me. Two years back, I made a 9x9 mural with duct tape on a large piece of plastic. It's widely known as the "Got Love" Mural. I am, to my knowledge, the first person to draw larger than life size anime figures with four colors of duct tape. With 3d medium comics, it comes natural to me that I would be thinking far beyond the current assumed limits of the art. What more can you expect from a pacifist anarchist physicist student that watched cartoons between age 8 and 18? At age 18, anime was the natural progression. It's like 1 Corinthians 13:11, right? "When I was a child, I talked like a child, I thought like a child I reasoned like a child. When I became a man, I put childish ways behind me."

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