Contributors

Friday, 26 November 2010

Texture and Exporting problem solved

After a good week or two trying to export models and textures to the game enging without success, i've managed to find a way to work my way towards fixing said problem.

 Using a program called prefab, I can view and if necessary change the model as it ould look in the game enging. This way I would'nt need a copy of the game engine the see if the models worked.

Now I can focus on producing the final versions of the models.

Tuesday, 23 November 2010

Most Updated Progress

Earlier on, I used FlashDevelop and its build in Flex FDK to compile the Flash file, it worked alright. Problem came only when I want to upload the swf file on the internet. I decided to change back to Flash CS4. But the problem is even bigger, my camera moved strangely afterwards. 

After talking to Fernando, he also told me he had big time setting up the projects, and he said people suggested to use SpringCamera (I was using TargetCamera then). I went to the Away3d Dev google group and searched, set up my project again, the camera was still in trouble. But when I thought of the camera class Fernando mentioned, used it and the problem solved. That's a big jump for me.

Then more problems came, well, programming...

(1) when I changed the cube into the model, the model didn't move with the camera, only the camera was moving. That might be the loader is not an 3D object, the proper way will need to export them as a class and utilize. (@_@ kind of dizzy now)

(2) When I compiled it and when I opened the swf file, model size changed dramatically. But I have an idea it's the flash bug which was mentioned in the google group.

Because I am short of time tonight, AI coursework dut this Thusday, I will sort out those problems later.

You can try the progress out click to try 

Friday, 19 November 2010

Texturing Problem

I've been trying for so many times, none of the textures worked for any of the models that were provided to me. 


I then open the collada ".dae" file, which is basically an XML file. I compared it to a working file from the internet, made some amendments but still no luck. Until I found the following link on the internet:click me


I searched "init_from" inside the .dae file, and finally found out the reasons for the textures not showing up on my imported models. The sources from the collada file that I was given are:

../sourceimages/black.png
../sourceimages/green.png
../sourceimages/red.png
../sourceimages/yellow.png
../sourceimages/textures.png

But the actual texture I received is only textures.png, and it is located in the same folder of the model. So I change the path to:
./textures.png


AND the most important thing, I changed the texture into a 4x4 blue pixels png instead of 614x460. Then the texture showed up at last for me. :( so long...

At least it works now. The problem is only one color in there, at least we know what the problem is for the artist to keep an eye on. phew...






Next step, lighting!

Monday, 15 November 2010

openCOLLADA: Exporting draft stage


A very draft concept of the stage/world sent to test the exporting controls of the OpenCOLLADA for the Away3D enging. multiple problems came up like the model not being trianglised and textures not uploading.

Sunday, 7 November 2010

Draft Animations Preview

Here are some animations stills. They still need to be cleaned up a bit but i'm getting there.

Walk Cycle

Walk Cycle

Jog Cycle

Jog Cycle

Draft Character Model

This character will be the base model for the draft texturing, rigging, skinning and animation.
So far the rigging and skinning is going well, animations should be uploaded within the day.

Front 

Side

Back

Pose1

Pose2

Programme Prototype

Control: left and right arrow keys to run, space bar to jump
Naruto sprite sheet source: http://www.narutohq.com/images/naruto2_sheet.gif


Tuesday, 2 November 2010

Art and design process

No scanner to upload my concept art work but I can show some videos of the animation process.
Both wideos is my test of the walk cycle that will be needed for the game.