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ImaginaryZ
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Cue TMBG

Permanent Linkby ImaginaryZ on Sun May 11, 2008 6:30 pm

*Interlude*
Don't Don't Don't let it start!
This is the worst part...

When you are alone, you are the cat you are the bone you are an animal...

No one in the world ever gets what they want, and that is beautiful.
Everybody dies, frustrated inside, and that is beautiful...

They want what they not, and I wish they would stop...

I DON'T WANT TO LIVE IN THIS WORLD ANYMORE!!
I DON'T WANT TO LIVE IN THIS WOOOOOOORRRLLLLD!
*End Interlude*

I have completed the first 600 hours of work to do. As it stands, I can animate meshes to the Nth degree, I can use armatures, armature keyframes, mesh keyframes, armature relative mesh keyframes, realtime deformers, Inverse Kinematics, and a variety of other things. And they all work perfectly.

What this means, is a given character can walk, talk, and eat. Not just statically, either. It's realtime, and dynamic (as in you don't have to animate it, it just happens.), and the bulges and stretching look great.

It's freaking awesome. And throwing in a few shaders makes it look fantastic. Though, it's not getting better than 2003 quality.

Anyways, the point is, in order to make it run better, I must design the next large component, IGTL::Graphics. In order to do this, it will take about 1600 more hours of work, I estimate. Though I've already designed most of it, the advanced workings of a system so complex cause problems that I can't forsee, but I'll do my damndest.

Naturally, all this work still requires even MORE work to be done actually making the graphics required to do any of this. But that's not too bad, I've become good at it, so it's not a big deal. Help is always welcome, if you like making models and armatures or animations or textures. Or levels!

Note to the wise, Blender 2.46 is soon to be out, which fixes some problems that hindered this type of development. Now you can bake HighRes models to low res (finally) and turn off inherit scale for bones (a huge problem)

Anyways, the next few months will be very interesting. As soon as graphics is happy, I'll slap together something interesting ( Think barbftr 3D, but with mechanics more like Monster Hunter 2 (PS2) )

If any of you want proof or C++ code, lemme know. If you do, be sure to check out bullet (continuousphysics), because the PS3 released their math SDK, which solves 100% of your math problems. Turns out they identically copied what I was doing... go figure.

Peace out ya'll!

-Z

Question Time!

Do you sketch monsters? Do you sketch characters? Have you ever wanted them in a 3D game? If so, then F***ING DO IT, you lazy F***ERS! Gawd!
Get [url=www.blender3d.org]Blender[/url]!

Loving-Ultra-Cuddle-Soft-Vore aficionado;
Yet,
Nothing worth doing is easy! ( http://imaginaryz.blogspot.com/ )
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Permanent Linkby Chaotic on Mon May 12, 2008 3:42 am

Oooo. That Monster Hunter/Barbftr game sounds awesome. That was something that was missing from the Monster Hunter's series. Some vore. I mean your fighting giant dragons and other such creatures. You'd think one would find the hunter edible.

Best of luck with your future endeavours. I look forward to your future projects. :-D
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Permanent Linkby diablodevil2 on Mon May 12, 2008 8:15 am

Sounds really cool, Z. I find it inspiring that you're working so hard and dutifully on your project. I myself have the worst habit of not finishing things ._.;
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