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ImaginaryZ
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Joined: Thu Feb 16, 2006 5:00 am
Location: Oklahoma, USA
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Free 3D Model Commissions
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Leave note TDY

Permanent Linkby ImaginaryZ on Thu Aug 27, 2009 9:27 pm

I will be gone from:

Sept. 3rd 2009
until
Sept. 19th 2009

due to work making me.

This means the flash game I am working on, and the UVX editor will be on hold for that duration.

-Z

0 Comments Viewed 1122 times

Be back later; monday that is.

Permanent Linkby ImaginaryZ on Thu Aug 20, 2009 1:16 am

Gotta take a quick jaunt up to Boston, MA for a wedding. Later! (all work stops until I get back; UVX animator in progress and looking good!)

Some technical sidenotes:

The UVX system is composed of:

transform - the 2D all in wonder class that does toLocal, toGlobal, interpolation, and all the 2D matrix math goodies we expect.

mesh - a specialized mesh for the UVX system that is composed of tiles; Uses a uid system to refer to and add/remove tiles
----tile - a generalized vertex array + index array mesh designed for openGL. Designed for editing in the editor; The game version will have to be different since it does not need add/remove functionality. Tiles can be disabled/enabled

model - A UVX model is a heirarchial set of transforms, that each can deform a tile. Since there are multiple, swappable tiles, each model has animations that both define the transform positions and which tiles are enabled. This means if you have a head, head_turned, head_facing tile, you can turn them on/off...

[ Continued ]

0 Comments Viewed 223 times

Wii stuff hacked; Great for 3D artists

Permanent Linkby ImaginaryZ on Sun Jul 26, 2009 4:43 am

In summary:

I can pretty much take the 3D models out of wii games, including their skeletons, textures, and meshes. This means, if you are a 3D artist and want to make cool animations/pictures (vore, of course) using actual nintendo characters from any wii game, you should let me know via PM. Most (95%) of super smash brothers brawl works, Dragon Blade models seem to work, And a assortment of other 'random' games (those that contain MDL0/brres data) work.

I will be in Boston, MA next week for work; have fun ya'll! Think of more characters I need to get that deserve vorish animations.

-Z

1 Comment Viewed 1030 times

Temp Server flash junk

Permanent Linkby ImaginaryZ on Mon Feb 16, 2009 8:30 pm

So, I found more old flash junk (2003-ish), and I am in the process of sorting it so I can upload it to the downloads section.

Until I get it sorted, it will be temporarily available, periodically throughout the day on my personal server:

Temp Server

If the link does not work, the server is 'off' until I get back from my job to fix it.

Enjoy!

-Z
Last edited by ImaginaryZ on Mon Feb 16, 2009 8:34 pm, edited 1 time in total.

2 Comments Viewed 1045 times

GL_ARB_vertex_program

Permanent Linkby ImaginaryZ on Thu Jan 15, 2009 10:32 pm

As a note, if you happen to be working with OpenGL for newer (2001+) graphics cards, and you are using the GL_ARB_vertex_program extension, you can:
1. create simple bulge effects (like the cast modifier in blender), for things eating spheres
2. create a 'push cast', which looks like something struggling inside (think pushing against a cloth, only in this case, an arbitrary predator represented by a polygonal mesh)

I'm working on skinning with it at the moment, which is rather difficult but highly necessary; since the iPhone can use Matrix Palette, it's worthwhile to build an analog in the C++ world I have, especially since hardware accelerated armatures + nifty bulging effects means the CPU won't die!

As a side note, this is one of my favorite things, 'Vore Mathematics'. As you all probably know and have tried, it's conceptually simple, but practically quite difficult. It applies a lot in rendering, but is also extremely kick-ass in realtime games. It's a lot easier now thanks to newer...

[ Continued ]

1 Comment Viewed 321 times

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