Tuesday, January 27, 2009

Kristens Viewer Test

Kristen viewer is now available for Intel Mac (released Jan 2009)
- benefits: faster

The video shows Kristens viewer test (done on a PC with shadow patch):


---Quote---
KirstenLee Notes on S16:
1) The Fastest Rendering Viewer in SL, and it's really quick both on start up and rendering in world even in laggy sims, the comments from users have ranged from 'wow' to 'bloody hell!' It uses a mixture of code from various viewers, bit of a hybrid really.
2) New UI skins, with clearer Fonts (and no licensing issues.)
3) Avatar Scanner - Scan up to 500 meters and across sim borders, brings up names and distance. Allows viewing of profiles and teleporting of friends.
4) Asset Browser - View every texture and photo in your inventory preview, or use the asset browser to apply the textures directly to builds via drag and drop.
5) More Prim manipulation different ways to cut prims in SL, and on opengrids micro and monster prim creation.
6) Some severe modification to what information is sent by the viewer when active - no sending of stats to a grid, such as FPS, Lang and version etc.
7) Modified network system viewerside.
8) Very low memory footprint runs much better on marginal hardware (older laptops) even runs on the Intel Atom-based Ultra Portables - Great for running multiple clients if needed.
9) Stable - Incorporated fixes that were either not used by Linden Lab or have come from sources not working directly on SL viewers such as RealXtend.
---End Quote---

---Quote---
KirstenLee Notes on getting shadows in Second Life:
(PC/Linux only, Mac needs an emulator)
1) I used a computer that supported it (so you must have a GeForce 8 or 9 graphics card)
2) I used an operating system that supports it - that is, Windows or Linux. Not Mac OS
3) I downloaded and compiled the source code from the files listed at the top of http://svn.secondlife.com/trac/linden/changeset/575. That is, the slviewer-artwork, slviewer-(linux/win32)-libs and the slviewer-src.
4) Compiled them, largely following the instructions on the wiki at http://wiki.secondlife.com/wiki/Compiling_the_viewer_%28Linux%29 (in the case of Linux, http://wiki.secondlife.com/wiki/Microsoft_Windows_Builds if you're on Windows )
5) Ran it, set the 'Graphics' slider to Ultra, pressed ctrl-alt-D to get the debug settings, went to Advanced -> Debug Settings, typed in RenderDeferred and set it to false, typed in RenderUseFBO and set it to true, and then typed in RenderDeferred again and set it to true.
"Then it hangs for a couple of seconds," warns Katharine, "followed by shadows magically appearing under everything. Affected by sun and moon only."
---End Quote---

References - History of 3D Animation

A Brief History of 3D Animated Film

Monday, January 26, 2009

realXtend Test

It's very exciting what realXtend (setup guide) can offer. The open source viewer (GPL license) and server (BSD license) technology of 3D net are completely free. (I wonder if they would release a Mac version any time soon especially after Intel Mac is capable of running Windows). Also interoperability is another issue to have your Second Life avatar and inventory accessible in realXtend server (not yet available). Besides IBM and Linden Lab's collaborative efforts, OpenSim is also working on how all virtual worlds may link together. Info about the current development regarding OpenSim. Article about Hypergrid by James Au and more.

In pursuit of dynamic shadow effects, here are couple testing results regarding realXtend:
1. yes, realXtend viewer can render dynamic shadow but only with its own server.
2. include avatar animation tool (IK Movement Editor), animate fingers?
3. use Python scripts.

Thursday, January 08, 2009

Shadow

To bringing out features of 3D animation and engine's dynamic effects, this is a test of SL's capacity to render shadow, ran on PC using Kirstens Viewer SD2-R7. Results:
1. There's still some lag and errors for controlling character on upgraded computer.
2. Some textures in Kirstens Viewer are not the same as
the second life viewer.
Links:
Shadow Patch: http://nwn.blogs.com/nwn/2008/06/the-hidden-shad.html PC/Linux only
Lightwave 9: http://www.mcpherons.com/media/mech.mov

Friday, January 02, 2009

First Rough Cut

Tuesday, December 30, 2008

Game Arcade

The journey continues...
Found game arcade at Flotsam Beach. (SLURL)

Thursday, December 18, 2008

Week 15 - Digital Cinema

Hisham Bizri
What is digital cinema? history, theory, and practice...

resolution comparison of different digital video formats:

source: Red Camera
http://en.wikipedia.org/wiki/RED_Digital_Camera_Company#Recording_formats

common digital cinema formats:

source: Digital Cinematography
http://en.wikipedia.org/wiki/Digital_cinematography#Acquisition_Formats

aspect ratio - HDTV (16:9/1.78:1), cinema projection (1.85:1)

source: Aspect Ratio (16:9)
http://en.wikipedia.org/wiki/16:9#Why_16:9.3F

--- ---------- ---
technical details:
• High-Definition Video
http://en.wikipedia.org/wiki/High-definition_video#Technical_details
• NTSC
http://en.wikipedia.org/wiki/NTSC
• DVD Video
http://en.wikipedia.org/wiki/DVD-Video
• Final Cut Pro
http://www.google.com/search?hl=en&client=firefox-a&rls=org.mozilla%3Aen-US%3Aofficial&hs=wxO&q=final+cut+pro+frame+size&btnG=Search
change frame size

--- ---------- ---
http://www.youtube.com/watch?v=czRZ0moKIu8

Friday, December 12, 2008

Week 14 - Shots

12 shots were completed today: gun fight, martial art, aerial attack, and cute robot & lieutenant double actions. It was a good filming session. Details can be worked out later as the project continues to develop: camera movement, image quality, specific animation & motion, and particle effects.

Couple things were left for post-production to amend: lighting + color, unification of frame size + ratio. (We should fix out frame size next week. It was a bit off 16:9)

camera 2 (Jenny): 720x450 > 720x405
camera 1 (Bruce): 864x540 > 853x480 (864x486)
camera 3 (Valeria): 960x540

Technical issues: Steve and Snow White were turned into smoke avatars. Last week, it was Sassy. It's a Second Life bug we lived with. Fogs just freeze the client (Black Friday).

Link to 12-12-08 shots (light setting changed to sunset)

Light setting comparison (this was test shot from 12-09-08 with fogs and night)

Thursday, December 11, 2008

Week 14 - HD Machinima

Theoretically, it is possible to create HD machinima by capturing video on the computer screen through DVI (s-video out on Mac) to another digital device, such as Mini DV Pro Camcorder. Although EQC at New School has DV, which supports 720p/1080p @ 24/30/60pfs, it does not carry AV interface adapter/converter. The converter also needs to be able to process HD video format. Not sure if there is an inexpensive equipment setup. Most of mid-range priced converter only supports resolution up to 720x480.

We will see if we can get some answers. (forum post)

Apple DVI to Video Adapter

Tuesday, December 09, 2008

Week 14 - Room 425 Testing Results

Compare recording qualities:
Mac desktop (425) in Nov 07

Back in early Nov, we were able to video capture at 968x544 with the front computer. So why not now... (view 640x480)
Spec:

PC desktop (In-Bum)

Spec:
TechSmith Screen Capture Codec (Camtasia), 720*486, 30fps
Nvidia Geforce 7800 GT, cpu pentium D 3Ghz, ram 2G

*** * * * ***
To create HD machinima with Second Life is proven to be problematic based on the current hardware capacity we have in Room 425. There are different recommendations from machinima filmmaker experienced with Second Life:
1. Video capture to DV camcorder.
2. Less avatars present.
3. Less primitives, textures, particle effects ... anything for client to render (client issue).
4. Get a better graphic card.
5. Use windows?
6. Go online during less traffic hour (server issue).

other references: Recording Machinima

Recommendation from Academic Technology:
7. Clear files on the computer to optimize its performance.
8. Less users on network bandwidth.
9. ...

To monitor lag:
Help > Lag Meter
View > Statistics
Advanced > (to see all the real-time rendering details)

*** * * * ***
Conclusion:
We will do our best with what we have been using (Second Life & Snapz) and hardware configuration available in Room 425.
1. Only 5 actors (at most) for the shot should log in and present at the set.
2. Two cameramen need to stay outside the filming site.
3. Set needs to reduce its usage of primitives, textures, shine, and glow.
4. Stick to old frame size: 960x540, anti-aliasing x2 (if not working, we will go down to: 869x480, 720x450 and take out anti-alising).
5. Clear files on your computer (work-in-progress folder) and restart.
6. Camera movements kept low. (no zooming in and out swiftly).

Monday, December 08, 2008

Week 14 - Machinima Setup

Review 12/5 Shots:
camera 1 (Bruce)


camera 3 (Valeria)


Light Setting:

****
plan for testing:
We need to inspect our machinima setup again and Second Life loads. Aspects include primitive / avatar numbers, graphic rendering, and video capturing spec. I suspect the main problems is Second Life client and equipment's capacity. Couple things to go through:
1. Reduce primitive usage numbers (assigned parcel only takes 717 prims).
2. Reduce rendering loads (primitive faces: remove unnecessary texture, shine, glow, and light).
3. Kick out other avatars on the sim. Actors standby at another sim.
4. Delete files on computers.
5. Record on to another machine or mini DV pro camcorder instead of using Snapz.

Friday, December 05, 2008

Week 13 - downloads

light presets: MOT night or use Midnight
Session 1: shotlist breakdown, blocking

Monday, December 01, 2008

Week 13 - Block, Light, Shoot

Block
fight video from Nov 21


Light
test video - glow & shine


Shoot
composition

Sunday, November 30, 2008

Week 13 - Filming Approach

Let's get to the fun part!
We have two filming sessions on Dec 5th & Dec 12th.

Current set and lighting design need some quick experiments and adjustments. Camera men (or cinematographers) need to study framing and shot movement more. Review storyboard below here, and add your study shots. We can have one more cinematographer. Interested person can take on the role.

As for actors, we are looking for another three talents to play Red Storm Troopers. Please leave a note here or IM in world.

Also, we need to begin collecting all the scripted objects the script team has made and put them into "effects" literally.

**********
Download environmental lighting presets: MOT night (upload any lighting presets you have made here)
Download shot lists v2.0 multi-cam , v2.0 session 1 breakdown, v2.0 session 2 breakdown, blocking s1
**********
Current Set v1.0: We need cooler colors and less busy textures.

**********
Bruce (Camera 1)
Shoot the film from the master shot perspective: establishing shots for each
set-up, close ups of characters as directed in the shot list & fight
coreogrpahy.

Valeria (Camera 3)
Shoot the film from the perspective of Cute Robot experiencing the battle
(primarily follow cam)
for certain set up, shoot the film from the perspective of Lieutenant
experiencing the battle (primarily follow cam)

Jenny (Camera 2)
Shoot the film from the master shot perspective: establishing shots for each
set-up, close ups of characters as directed in the shot list & fight
coreogrpahy. + specialty shots with
flycam controller.

Cinematography Resource: making a movie
**********
Shot 1:

Shot 2:

Shot (2):

Shot 3:

Shot 4:

Shot 5:

Shot 6:

Shot 7:

Shot 8:

Shot 9:

Shot 10:

Shot 11:

Shot 12:

Shot 13:

Shot 14:

Shot 15:


Shot 16:

Shot 17:

Shot 18:
Shot 19:
Shot 20:
Shot 21:
Shot 22:

Shot 23:
Shot 24:
Shot 25:
Shot 26:
Shot 27:
Shot (27):
Shot 28:
Shot 29:
Shot 30:
Shot 31:
**********

A retrospect of our approach to making and filming machinima battle scene...
Hybrid Methods:
story idea > characters > film script > choreography storyboard > lighting & colors > actor script > animation list > programming list > initial blocking > set > initial shot list > camera & actors > lighting & set > scripted effects & avatar behaviors ...

We mixed techniques from several disciplines:
PRODUCTION
Theatrical Performance: actor script, set, blocking
Live Action Film: storyboard (camera & scene), shot list, blocking
PREPRODUCTION
3D Animation: character development
Game Development: avatar animation, scripted behaviors & interactions