Showing posts with label kaeyur. Show all posts
Showing posts with label kaeyur. 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

Saturday, January 10, 2009

File Hosting

As mediafire is blocked in IIT, i have found out a new site.

http://depositfiles.com

Its features are

DepositFiles service options
  • Free storage of your files on our servers for any period of time,
  • Downloading files from slow servers to our server and their storage for any period of time,
  • The largest possible size of stored file is 2Gb!,
  • The total size of the stored files is unlimited,
  • Sending free emails with downloading link for your file to all your addressees,
  • Password protection for your file's downloading,
  • We delete your file at any time that is convenient for you,
  • Easy file downloading at any time that is convenient for you.

This should suit our purpose very well.

The username and password to this site is the same as that of the gmail id used to log in to this blog.

Let me know your feedback!!


Kaeyur

Next Assignemt's Schedule

Our next assignment is to create a game based on contraptions. Its schedule is as follows!!


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


Another requirement is that of a place to upload unlimited number of files . I am currently looking into that and put up that site link here on the blog.

Till then,

Kaeyur

Wednesday, January 7, 2009

Meeting

This is just to remind everyone that we are meeting in IIT on Thursday at 11 am in the morning.

Till then,

Cheers!!


Kaeyur

Friday, November 21, 2008

Break

Hey all,

since our exams are coming up from the 3rd of december, we will be going on a break. As per my best knowledge, the last exam is on the 29th for Gokul,Karan and Priyam. For Chirag, Nitin and me i.e Kaeyur, the last one is on the 7th of January!.

Till then, best of luck to all

Cheers,

Kaeyur

Thursday, November 13, 2008

Second Assignment...

hi everyone...
about second assignment, its done...i showed render images to gokul and he replied....that's what we have to do...actually when he explained me about the assignment i didn't understand completely that what we want ? and after that he told me to start with a spot light and how in auditorium a spot light works, create that in blender u will come to know about it...

now about how to create that...follow the steps....

first create the studio like re size the default cube and delete the three front phases like this....



and after that add a new cube adjust the light source and than add a lamp as a spot light, in default it will look like this....


render image....



render image without additional light source.....



the spot light in its default setting, we can see the a light spot around the object but we don't know where is the light source exactly place and we cant even see the light rays on the studio wall also....

now press F5 and go to LAMP BUTTONS, in LAMP BUTTONS go to SHADOW AND SPOT and enable halo button and render the current frame...

in this render image u will get answers of are previous doubts, about source of light and light rays on studio...

as you can see in the render image there is a gap between spot of light and light cone....

here we cant remove this by changing the intensity or by resizing the cone of spot light in any of the axis....in this we can even change the halo intensity, i mean intensity of light cone, even that wont work here...

for this light cone to extend further more and to fill that gap, i tried many things, i have put spot light through different angle,changing intensity , resizing , i search about it on google but didn't got anything but than some how i just change the distance and it worked...the thing we never used up till now...in lamp BUTTONS go to lamp, besides the name of lamp there is a panel called distance....change the distance and u can extend the light cone without resizing it any scale...so here is the final render image...here distance is 31 (default value is 20)



now with some little bit of changes, put light source at some angle....



and render image...



so this is all about assignment 2....

Nitin Ayer

Saturday, November 8, 2008

Assignment

Assignment:- to place different picture on each sides of cube...

this assignment is done here are the steps to do it....

The first thing we need to do is bring up the UV Image Editor. Usually we want this displayed at the same time as our cube. We can accomplish this by splitting the display area. To do this, right-mouse click on the top of the display area (where the resize cursor is visible) and selecting “Split Area”.

Once you split the display, you’ll want to set one of them to display the UV Image Editor. Once you’ve got the UV Image Editor displayed, it should look something like this:

The first map we’re going to create is the simplest - one image for all sides of the cube. To set this up we first need to switch the cube’s display to the “UV Face Select” mode. this mode is not available in blender new version 2.48a it was there in in version 2.45...but to work with this select "Texture paint mode" and then come back to edit mode.

When you enter "edit mode" , you’ll notice the display o

n the left turn blue. This represents all the faces on your UV map. You’ll want to make sure all your faces are selected. You can do this by hitting the ‘a’ key on the cube display a couple of times. ‘a’ will select and deselect all items on your current display. When the faces are selected, the UV map will be blue, if nothing is selected, the display will be black.


Now that our UV map is set up, we can give it an image. take an 512x512 resolution image and open the image in UV Image Editor

open the image in edit mode after opening image go back texture paint mode there u will see the image applied to all the faces of cube....


If you render this scene, you might notice your texture doesn’t show up yet. That’s because the material hasn’t been told to use it. This is configured in the materials menu and click on "texface" button and now render

One image for all the sides of the cube is good and all, but usually I want a different image on each side. To do this, we’re going to have to “unwrap” the sides of the cube onto our UV map. Unfortunately, Blender has no idea how to unwrap an object - even one as simple as a cube. We have to give it a little help by defining some seams.

for this go back to edit mode and select edge selection mode and deselect all the edges by pressing a key




Once you have the edges selected, click ctrl-e to bring up the edge menu and mark the selected edges as a seam.


After the seam has been created, select entire cube in edit mode and got to UV Image Editor and click on UVs button and than unwrap the cube...

After the cube is unwrapped, the UV Image Editor should look something like this:


after this we need to save this unwrap cube for this in UV Image Editor click on UVs button and than select script......



a new panel will open in this we can change the size from default 512 size and than click on ok and than give the file name and path to save UV FACE LAYOUT it will save this layout in .tga format convert it into .jpeg and than place the pictures in the unwrap cube using any image editor like photoshop....



now i have this jpeg file and i want wrap this around cube again...



now to wrap this image again on cube go to UV Image Editor and in image option click on open and than select the image and open it...and after this go to texture paint mode and u can see image wrap on the cube.........




now render image




and now if we want to place different picture than in unwrap image we can place are images.....


but now the problem what i came across when i was placing picture was that if disturb the size of unwrap image from 512 to something else while placing the picture....you want be able to wrap that image back on cube....

next one is while saving .tga file if you save it as standard 512 resolution u cand add image of bigger resolution like of 800 or 1600...because it disturbs the resolution of unwrap image...and after that we cant wrap it around cube again....so u need to use the image of same resolution what you have selected earlier....

now i have made one this is the unwrap image....sorry i didn't had better picture of size 512



and this is actual cube........




i was supposed to make video of this but i couldnt make it because one problem that is next post so for now this assignment is done...and i am starting with second one...

Nitin Ayer

Saturday, September 27, 2008

Re: Arvind Gupta CD

I would suggest that since the thing to be animated is to be decided, it is better that gokul, karan and priyam do it since it is essential for it to be a chemical experiment for them.

Thanks

Kaeyur

Wednesday, September 17, 2008

Presentation

I would like to iterate the fact that chirag and me our free simultanously only on wednesday that too after 5 pm. Hence the presentation can be held only on a Wednesday or a Saturday.

Thanks

Kaeyur

Wednesday, September 10, 2008

Assignment

Hey ppl,

For our convinience, the 1st experiment has been divided into 4 parts. Please select one part and do that one and do inform the others so that there is no repetition. The 4 parts are as follows


Thanks

Kaeyur

Wednesday, August 27, 2008

Presentation

Hey all,

As per sir's instructions, i am posting the presentation slides. I have increased the size of the pictures and have reduced the text size..

Slide 1


This slide basically, lists the stuff we have done till now. It lists the points in brief!!!

Slide 2



We started with the following experiments. We started with a wikibook tutorial and made the figures above. Though it was a stepping stone, it was what got us started..


Slide 3



After the creations which really did not have anything to do with our project, sir asked to start modeling apparatus
which is what is really required for the project. The above was what we tried for making glass and making some fluid inside the glass.

Slide 4



This was the first breakthrough we acheived in texturing glass. We learned about hemi lighting. We also put the light inside the beaker, so that we get internal refraction..

Slide 5



Since water is one of the main parts of the experiment, we tried to make the dynamics of the fluid. We learnt about baking the fluid as well as about the domain. The blender automatically calculates the physics of the fluid..

Slide 6



We started modeling pipes and the problem we faced was that we could not close one end of the pipe. We later realized when Gokul put it up on the blog that we could use curves to them simpler.

Slide 7



The picture on the right is the picture of the actual experiment. The screenshot on the left is that of the .blend file of the same experiment. We tried making the outer flask. Simply by using extrude and scaling...


Slide 8


As we were getting stuck up, sir advised us to continue with the modeling of the other parts if the experiment. Hence we started with the tap...

Slide 9


Sir suggested that we try sketching so that we can get a proper proportion while doing the apparatus as proportion is the key here. Bhairav did the sketch but was not able to remove the creases that had got formed. By the use of CNTR+N, the normals got recalculated and the creasing went. I have pointed out the edges..

Slide 10


In conjuction to the above post, we also edited the joints and we made a hole in the tap which was not made earlier int the sketch..

Slide 11


This is the position we are currently in. We have reavhed here and have started modeling of the apparatus and paln to finish it as soon as possible.


Will keep posting as progress happens,


Thanks

Kaeyur