Hi everyone,
just a reminder that submissions are due today (I'm sure you had forgotten)
I'll be in the 1st year studio office until 5pm, so please drop off a disk.
If you are planning to submit your final version after the break I still need whatever you have so far today by 5.
Monday, 10 March 2008
Friday, 7 March 2008
Submission Requirements
Hi everyone,
I wanted to clarify what is exactly required for the submission.
minimum
1CD with:
-.mas file setup
-.cdl files of agents
- at least 1 diagram explaining the logic of your system
Preferred:
everything above +
-a solved sim file
-an image sequence of the frames
(go to Run -> Sim)
-animation of compiled frames
from the dialouge box click the Sim button in output and make the format amc
create a folder in your default massive directory (//program files/massive/bin)
called Sim
and 1 called Pic
run the simulation for however many frames you want.
for the images it is only an opengl capture so you may want to change the look of the screen
you can hide the grid and time code under View (uncheck them)
and you can give a different background colour by
selecting the camera from the scene view
click on the background tab
select an image file
I have to admit since this is the 1st round of work using the software, I'm feeling a bit generous so if you don't think you are going to finish everything by monday let me know.
You must at least hand in your diagram and the massive files (as developed as possible) to me by 5pm monday, but I'm willing to let you finish the work over the Easter break as I think its important to get quality output.
I'll be in the 1st year space all day, so just come find me. and of course if you have any questions between now and them just post them here
Nick
I wanted to clarify what is exactly required for the submission.
minimum
1CD with:
-.mas file setup
-.cdl files of agents
- at least 1 diagram explaining the logic of your system
Preferred:
everything above +
-a solved sim file
-an image sequence of the frames
(go to Run -> Sim)
-animation of compiled frames
from the dialouge box click the Sim button in output and make the format amc
create a folder in your default massive directory (//program files/massive/bin)
called Sim
and 1 called Pic
run the simulation for however many frames you want.
for the images it is only an opengl capture so you may want to change the look of the screen
you can hide the grid and time code under View (uncheck them)
and you can give a different background colour by
selecting the camera from the scene view
click on the background tab
select an image file
I have to admit since this is the 1st round of work using the software, I'm feeling a bit generous so if you don't think you are going to finish everything by monday let me know.
You must at least hand in your diagram and the massive files (as developed as possible) to me by 5pm monday, but I'm willing to let you finish the work over the Easter break as I think its important to get quality output.
I'll be in the 1st year space all day, so just come find me. and of course if you have any questions between now and them just post them here
Nick
Tuesday, 4 March 2008
schedule
If any of you would like some extra help this week i'm available in the 1st year studio
Wednesday 2 - 5
Thursday 10 - 1
Friday (not sure)
if you are planning to come by please send me an email
Wednesday 2 - 5
Thursday 10 - 1
Friday (not sure)
if you are planning to come by please send me an email
Monday, 3 March 2008
Blend Shape problems
Several of you had problems today regarding blendshapes.
To solve the segmentation fault problem:
-save the agent file in the same folder as the obj files.
-write in the mesh names rather than using the file browser.
MESH DOESN'T Blend
In massive if the mesh don't have exactly the same number of vertices the blendshape won't work.
I recommended to a few of you if you are creating geometry in rhino to bring it to maya to convert to polygons, but it seems the method i originally thought:
Convert polygons / triangles / count (pick how many triangles) isn't so reliable as it seems to somehow still not always give the same number of points even when you give the same number of triangles.
SO, the best way to convert is to
-import into maya as an iges
-((make sure you have the iges and obj plugins loaded:
((Windows/ settings preferences / plugin manager / [check Iges.mll ] [check obj.mll] ))
-Modify / Convert / NURBS to Polygons / Control Points
this seems to be the most reliable
-export as an OBJ
To solve the segmentation fault problem:
-save the agent file in the same folder as the obj files.
-write in the mesh names rather than using the file browser.
MESH DOESN'T Blend
In massive if the mesh don't have exactly the same number of vertices the blendshape won't work.
I recommended to a few of you if you are creating geometry in rhino to bring it to maya to convert to polygons, but it seems the method i originally thought:
Convert polygons / triangles / count (pick how many triangles) isn't so reliable as it seems to somehow still not always give the same number of points even when you give the same number of triangles.
SO, the best way to convert is to
-import into maya as an iges
-((make sure you have the iges and obj plugins loaded:
((Windows/ settings preferences / plugin manager / [check Iges.mll ] [check obj.mll] ))
-Modify / Convert / NURBS to Polygons / Control Points
this seems to be the most reliable
-export as an OBJ
Saturday, 1 March 2008
seperate segment movement
hey all... i've been trying to get different segments of the same agent to move independently of each other. it has yet to work, they always move together, even if given different brains. has anyone been able to get this to workout? nick, you said to attach a geo node but it makes no difference. without a root they both won't show up, and attached to a root they always work together... ie, they screw each other up if given different logics.
thanks, david
thanks, david
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