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Creation Date: 2002-03-03
Who is Jav looking at? You perhaps? No, just the monster behind you. Don't look now, but you might want to take care of that... soon. What's this all about? You've seen this model fifteen times at least, right? If you haven't, shame on you, take a look. But this pose is from Scene 5 Page 2 or 3. I haven't decided which. It's definitely going to be on Floor 2 of Sensei's Dojo. [Plot hidden -->] He looks this way because he sees three well armed guys (with grenade launcher, uzi, and dual customized pistols). I think there are two things that you should know about this pic. First off, it's a pretty decent pose. You can almost see emotion from his face. You can almost know what he's looking at without having to see it for yourself. The only three things that are different from a normal pose in this pose are: jaw moved down, upper lip rotated up, and the angle. I'd like to comment on the more interesting of the three, though -- the angle. Why does changing the angle change Jav's expression? Well, I like to call it the midget effect. Hehe, since I'm so tall, I know all about it. When you are taller than most people, you have to look down at them to look them in the eye. They look like Smurfs, really. When people are shorter than you, you see more of their forehead, tip of the nose, bottom of the eyes, upper lip, and very little chin. When you are shorter than someone, you see more of the chin, lower lip, underside of the nose, eyebrows, and very little forehead. I'm exaggerating, but small differences make huge emotions. In this shot we see Jav from a small person's perspective (~5' tall). Just seeing his head tilted back gives him emotion that the otherwise would not have. So we see that an artist can manipulate an audiences senses just by using different angles. However, most comics are pretty rigid on angles to use. If you try to mess with the angle too much, you'll cut off a lot of your subjects. Then people get angry telling you that you suck at angles.

The second thing is less important and more aggravating. I spent the last fourteen hours working on AS3DMR. I finally got the skinned mesh working. That is what you see here. The whole thing since four days ago was that I didn't copy a function across that did the sorting of the stuff. However, I say that the Skinned Mesh Example is awful. To try to figure out my problem I went step by step through it. I decided that my own way would be far superior. I had a very simple system where each frame has an animation object. Those frames that are animated simply set the data into this. Then it just calls the data when it's time to set the frame. So you should know that the skinned system works perfectly. However, it is not close to done. I added a Video For Windows Object that saves to compressed AVI and it doesn't quite work. After a few hours, I found out my only problem was that the filename was bad. Now it's a battle against a silly system that tries to freeze windows and crash the program whenever I try to work with it. But that's not very important. It's a very good thing for AltSci3D Anime Producer, but nothing more. My first and foremost is AS3D Manga Director 2. When that is finally working with all the features of AS3DMD1, I'll add AS3D Terrain Works 3. I'll need to do some work with AS3D TW3 very soon since [Plot hidden -->] Scene 6 is in the streets, Scene 7 is in the Forest, and Scene 8 is in urban metropolis. Also on my todo list is AltSci Manga Reader. It's in my mind, but it's not very quick to dispel my fears.

My plan for specs is:
Required: DirectX 8.1, Windows 98, 16 MB RAM, Pentium 100, and 640x480x16-bit color.
Recommended: 32 MB RAM, Pentium 2 233, 8 MB Video Card, and 1024x768x32-bit color.
With those specs, you ought to expect something cool, huh? The actual program will be 1 MB. A five page scene will be a 300 kb download (less than one page of PNG). People with the recommend specs will be able to drag the camera around in certain boxes. Also, certain boxes will have animated people (eg. walking across a room). You see? Much better than a normal comic! It'll still have boxes and will be just as easy to create. It won't be anime, but it'll gear it up for the anime. The cool thing is that it has the same minimum requirements as Internet Explorer (plus DirectX 8.1). That means anyone on the net with Windows can see it. It'd be cool if I were an OpenGL person so then Mac and Linux users could see it, but I guess I'm going to wait until OpenGL catches up to DirectX. Not that DirectX doesn't needs to catch up with OpenGL, but I hear good things about DX wrappers for OpenGL.

What else? I was training in Ravenna Park today and a woman came running by as I was beating the tar out of a signpost. I felt pretty stupid. Was I going to shout, "Don't worry, I'm training for a web-based comic!" or something like that? No. I just ran off and hoped that she didn't call the cops on her cell phone. Abusing signposts is a crime punishable by death to the Seattle Police Department. No joke. If they see you as a slight threat, you can rest assured that your funeral is planned for sometime in the next few weeks. Don't believe me? I saw it with my own eyes on February 18. If you click that link, so will you.

And then sometimes, I feel like destruction. I kill virtual people and I feel guilty about it.
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