Showing posts with label chirag. Show all posts
Showing posts with label chirag. Show all posts

Monday, February 23, 2009

Finally Getting Somewhere

After a serious amount of hankering and running around in circles, the contraption game has kicked off. The original script, being too vague has been replaced with a more definitive one with significant help from Nitin and some from Kaeyur too. I am attaching the original sketch that I drew up.
The Script consists of the introductory level of the game, divided into 5 sublevels.
  • Objects involved : in this level are are a ball and a domino.
  • Objective : Hit the Domino with the ball.
  • Elaboration : The starting position of the ball is atop the inclined pedestal. Using various building blocks from the vault provided, the player has to provide a pathway for the ball to go and collide with the domino.


LEVEL 1A:

The ball starts atop the pedestal with the target domino directly in its line of motion. All that the player has to do is add the ramp to allow the ball to smoothly slide down.








The image alongside shows the level being played in the Game Engine.

LEVEL 1B:

The idea here was to raise the target domino onto a pedestal itself so that the player has to add 2 facing ramps allowing the ball to climb up. Here is the first cut :







Both the starting and ending pedestals are at the same height. What Nitin and I discovered is that since the Game engine provides real world physics, the potential energy of the ball is not conserved, which is why it cannot climb upto the original height. (The ball in the GE mode on the right is at its highest attainable height). So we tried to overcome the damping effect on the SHM by setting damp and rotdamp to 0, to no avail. On Nitin's advice I posted the problem on Blenderartists.org where I got a temporary fix:






The height of the starting ramp is increased, fixing the problem.


LEVEL 1C:


The target domino is shifted out of the line of the ball's motion.









One simple solution for the player is to add the pamp and a few dominoes in such a way that consecutive falling of the dominoes finally hit the target domino (highlighted in pink).


LEVEL 1D:


The domino, out of the ball's path has been raised onto a pedestal. The player can add 2 facing ramps and dominoes to overcome this. The level has not been completed due to the same problems faced in level 1B, and will be posted when completed.


LEVEL1E:

The final stage of Level1. The target domino is in the ball's direct path but is atop a flight of stairs.
One simple solution is to add dominoes on each step so that due to the 'domino effect' the target domino falls.










Another idea that I had is to have a camera fly through (as seen tby the ball) in case the player has successfully placed the blocks. The idea is to play the contraption in perspective view if the arrangement is not accurate and then directly have the fly through if the target is going to be hit, so that the player directly knows he has succeeded the moment the fly through begins. A minor variation to the standard way of things, this remains to be discussed with my team

Another important thing is the deadlines. I am reposting the original schedule here :

8th January - Create a Wiki space.

12th January - Survey of games by Bhairav and team.

18th January - Design of Interface to be submitted.

23rd January - Script of the Game

7th February - Modeling of Objects

14th February - Texturing of Objects.

21st February - Lighting

7th March - Game Engine and scripting

28th March - Rendering Starts

5th April - Testing of game

15th April - Final Product

Although we have been off, I think we can be back on track before the 28th March deadline for the commencement of rendering.

The lack of documentation shall be made up for too, so expect frequency of posts to go up.

Chirag Nitin and Kaeyur.

Sunday, February 15, 2009

Modelling Progress


Progress in Modelling and Texturing :

Progress has been made in modelling..finally, and the materialisation of the game seems a lot more feasible. the models have been found on various noline repositories and have been suitably modified. nitin's first contraption has been made, and the few glitches have been solved to an extent. The 'Anisotropic' button is used to reduce friction in specific directions. Reducing friction friction in the z direction thus makes the bowling pins behave more realistically. Further progress will be posted subsequently.

Chirag Nitin and Kaeyur

Friday, January 30, 2009

First-Cut Of Contraption


The first step toward realizing weeks of conceptualization for our game occured with the creation of a pseudo level 1.

The landscape bears a slight semblance to the blocks seen at the start of the 'clik-clak' video.

Since this is intended to be a start-up to the game, we wanted it to be a simple- one step contraption- half of which has been created alongside.

Here's a brief simulation :
The ball falls down the slope knocking out the pins. The falling pins set in motion a series of adjacent dominoes that follow the arrow in the still above reaching the end point.

The model for the dominoes had not been finalised upto this point; hence the absence of the domino section.

Nitin has come up with a new contraption which shall be put up shortly.

Chirag

Friday, September 26, 2008

Arvind Gupta CD

This is the Project Update :

1. The CD we received on Wednesday was taken by Kaeyur for puting onto Mediafire.com so that all of us could download it. But Kaeyur has found that the CD is corrupted.

2. The toy to be animated is to be decided asap. So ppl pls. put in your choices here so that we can finalize the toy by majority.

Chirag

Friday, September 12, 2008

Progress Update

Hey ppl,
What Kaeyur has posted is not the latest assignment, but was decided nearly a month ago, and work is already progressing on the parts that have been decided. Nitin and Bhairav are working on the 4 coaxial containers. Gokul had taken up part 1, but since not much progress had been done on it, I picked up that part. Part 1 is completed, but there are a few mistakes, so Ill probably have to re-sketch it.

Here's the screenshot.

Chirag

Sunday, August 24, 2008

Updates

The Plan Of Action as per my latest conversation with Sameer Sir:

1. Presentation : Preparation of a presentation (ppt) outlining our journey with blender. This includes everything from our R&D, the tutorials that we followed and things that we have created with blender. This also needs to outline what each of us has contributed individually.

2. Modelling : Regarding the actual modelling of the 1st experiment, the plan remains as it is. We're sipposed to midel the individual sections of the expt. as decided. Bhairav's sketch remains as it is, and we start from scratch. I am supposed to speak to Bhairav about this, and I haven't done that as of yet, but in all probability we start from scratch.

We're going to IIT on Wednesday, 27/08/08 to update Sir on our progress.

Chirag

P.S. Wrt to Nitin's post about the face filling, it is a SERIOUS pain. Shift+F creates additional edges differently before filling the face, distorting the smoothness of the overall surface. Someone pls find a solution, it is really frustrating.

Thursday, August 21, 2008

Bhairav's Sketch Edited

Alright..cheers to Bhairav for the amazing sketch of the apparatus..When Nitin got the .blend file over to my place we realized some of the pipes were flat and others were cuboidal..here's the final product after we ironed out, or rather spherical-ized the pipes..





Few mistakes still need to be fixed though..
-Nitin and Chirag.

Friday, August 1, 2008

Water Material Specs.

Its a relief Gokul and Karan have cracked the (rather non-existent) problem with the tank and water creation..So, great work guys..
Here's the material specifications for water:

RAY MIRROR:
RayMirr: 0.56
Fresnel: 0.8
FAC: 2.62

RAY TRANS:
IOR: 1.21
Fresnel: 0 <---- Very important if you want a coloured liquid.
FAC: 2.62

SHADERS:
Ref: 1
(CookTor)Spec: 2
Hard: 32
Tralu: 0.34
Enable TraShad as well.

For the colours I used a dark one for the Col value
A lighter one for the Spe value
And true white for the Mir one.

Set the Alpha value at 0.355

Chirag