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Creation Date: 2002-01-12
This is sensei. A wonderful shot, I must admit. It's not quite perfect, but it's a roundhouse kick. Roundhouse kicks must be the hardest thing for a keyframe modeler. Sheesh. It only took me twenty minutes, but compared to a normal kick, it's heck. 551 triangles make up sensei and he's stealing the Rave Kiddie body model. I guess that's acceptable. What else is noticeable? Well, nice shading. Since this was done in MilkShape 3D, I can't really say much about how I did it. MilkShape 3D lights in the direction of the camera, for better or for worse, the shading is consistent.

Original post:
Hmmm, what's my excuse today? Well, I guess it's that I played Anarchy Online all today and I'm not really feeling up to Javantea's Fate now. It's 4 hours before the deadline. I dunno if anyone cares about Javantea's Fate, so I'm going to put if off until at least tomorrow. If I were to get one e-mail about JF each week, I'd probably be 110% enthused right about now to work on Page 2, but I'm not.. Perhaps I don't want to work on new content, perhaps I don't want to stay up until 4 AM working on JF when no one will check out the page for weeks, or perhaps I wouldn't work on it even if I had my way.

A few notes: DirectX 8.1 sux. My graphic user interface is gone. So that means that taking screenshots is no more. How long can I put up with that? About one page worth. And there you see it, Scene 3, Page 1. It has something to do with my Transformed Lit Flexible Vertex Format. Uncool if you ask me. Yes, very uncool. I'll work on a fix a little bit tonight.

I had a few ideas about Javantea's Fate. If you read this paragraph, you are obligated to write me an e-mail regarding your position on this matter. So the matter isn't extremely important, but it's important to me. My plan is to draw a 2d color and B & W version of JF. Before you tell me: "But you suck at drawing!" I'll tell you a bit more about my plan. I'll take the current pages and I'll trace over the lines with Corel Draw. I'll do B & W as well as color versions. This might make JF a little easier on the normal manga person's eye. It might also make a B & W paperback graphic novel version of JF more reasonable than a color one.

My next idea is to fix the shading. "Fix the shading? What shading?" you say. I'm sure you've seen the fact that things aren't shaded right. It looks like Jav has an untrimmed face (in 2001 he does, but not 2014), but he doesn't. It also makes the girls look like they have peach mustaches. I think they're eating the peach yogurt a little too fast... But how do I fix it? Well, I had an idea... I could increase the triangle count by 100 in the face and perhaps by 50 in the body and legs. Then the shading would be better, I guess. What do you think? I guess it's up to me, but I don't want to work on it. I tried it with the sensei model. His arms got all marshmellowy, but it wasn't the effect I was looking for. I don't want to ruin the look of it, ya know? But I don't want beards or mustaches when there ought not be any.

Am I boring you yet? Well, if I am, stop reading, this is for my own reference. My next idea (check out my yellow notepad usage, it's about 5 per quarter, expensive habit) is the possibility of JF Anime. More correctly, the ideas is about AltSci3d Anime Director/Producer. The Director part would allow a person to build an Anime from a manga or from scratch with 3d models, etc. It won't be exactly like AS3D Manga Director, because the Manga Director is independent of time. Yes, that's right, independent. It only cares about box number. Box number 0, 1, 2, 3, 4, etc is all that matters. If a day goes by between the boxes, it doesn't care. It does, however care about scene, cast, and props. It gives a menu at the start and loads the scene. When you're done with the scene you exit. In Anime Director, you'll be able to change scenes. Oooh! Not very impressive is it? Well what about: million dollar effects on garage game budget? It's easy to say million dollar, but I think that the first release of JF Anime will explain the simple fact that the effects that are required for a good Anime are all found with simple hardware found in every gaming rig. But the reason why it's not being used now the lack of software.

Right now, people are working with Quake, Quake 2, Quake 3, Unreal Tournament, and Half-Life engines to make machinima. It's an art form really, but I gotta ask for more. Half-Life was almost there, but it couldn't cut it when it came to real stuff happening. Some people will succeed. The short film "Control Room" by Strange Company was a pretty decent attempt at something cool. But it was sixty seconds of Half-Life generated footage. What if a person wanted to do a real two hour epic in Half-Life? It'd take more work than it could put out, really.

So here I am talking about AS3D Anime Director as a better alternative. I call it Anime Director because I'm an anime person, I guess. Really, can you call FF:TSW a non-anime? I guess some people can, but I'm stuck on calling it Anime. I guess it can be called CG Animation. Whatever you call it, it has potential. I see the potential as being locked up by the money and time barriers. People don't want to put the time into it because it won't pan out as well or as fast as they want to with low money input. That's what I hope to produce with AS3d Director. I want: an object-oriented, drag and drop interface, mathematically calculatable, simple, flexible system that will allow many people to cheaply make good quality work. A lot of those terms are contradictory, but I plan to deliver it. The first (and main) part is already 80% there: MilkShape3d. If the DirectX exporter becomes solid, it'd be right next to a perfect solution for low budget 3d directors. AS3D would come with a bunch of good starter models or people could make their own. I'll write more about this when I'm more into the idea.

What was that about AS3d Anime Producer? Let's see here... Real-time recording anyone? Well, what do I mean real-time recording?

First off, there's the thing about real-time 3d. 3d as seen in Final Fantasy: TSW (a wonderful movie IMHO) and many other places is not real-time. It takes years think up, years to develop, and finally, years to produce. Not only does it take years, it takes people. Years * Wage(People) * Number of People = big bucks. It's a simple fact that FF:TSW cost a bundle to make. I contend that the original thinking-up process cost no money. Maybe it's just me, but when I thought up JF, it cost time, but since JF was not anything at the time, it did not cost money. Reasonable? Not to capitalists, but I'm no capitalist. Then the editing costs a bunch of time. Editing time is a good trade for a movie that may make money someday, right? Then there's the producing time. You see there's this pesky thing about trying to make a movie with a computer. Instead of being in control when the time comes, you're forced to find something else to do for five hours while your wonderful little program spits out a movie that you'll be able to watch later. If it doesn't look right, back to the editor. Well, there's preview, but not with FF:TSW. They had real-time editors, but they couldn't render all the stuff. They had to take reasonably close low-poly models, line them up, and use trial and error. To me production time is not reasonable. So what does AS3d do? First off is exact preview. Whether 5 frames per second, 20 frames per second, or delayed 10 seconds for full 30 fps, it'll be easy to see what's going on. Then when it's time to produce, compression-on-the-fly will be used to speed up the production process. Instead of capturing uncompressed data and saving (the real culprit behind slow capture) in real time 3d systems currently, AS3D will compress and save the data to memory and when finished, it'll save to the hard drive. You see, hard drives transfer at around 5-15 MB per second. Memory transfers between 100 and 600 MB per second. A frame of uncompressed DVD-size video takes 1.17 MB. Since the hard drive is the slowest part of the computer, it's the lowest common denominator. Do the math, a 15 MBps HD will save 12 uncompressed frames of a DVD-size movie per second max. That's a SCSI drive running very fast and very expensive. My hard drive, a 7200 RPM EIDE will give me 5 FPS of less than a DVD size movie in Half-Life. The solution is to use the two fastest components: the CPU (approx 1 MBps per MHz, so 933 MBps for my nice little Intel P3-933.) and memory (my RAM runs curiously slowly for PC-133 at 100 MBps). You use the graphics card to render the 3d scene, the CPU and RAM to control it, then between each frame the CPU grabs the frame and puts it on RAM. The CPU then compresses it by a factor of 10 or so. But we don't need to save to hard drive at this point. Why? Because we've compressed it enough to hold 2000 frames on a 256 MB chip. We can write to hard drive in the down time, but we have sixty seconds before we need to save. So it's running as fast as the graphics card will go and we get to watch it all happen. If something looks wrong, we can stop it on the fly. No more waiting 5 hours to preview a thirty minute scene.

Well, I have too many ideas and I'm starting to watch time go by so I'll show you all when you're in awe.

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