The Jasper: Week 4 Update

Hi!

This week we started to bake lighting and did more FBX about ghosts when they were caught! We had some questions how to export animations of explosions into FBX. But we also have B plan if it does not work. We added lighting effects in 3D Studio Max in order to create scaring and creepy atmosphere in our hotel.

Bake Lighting of 2F

Bake lighting of 1F

Bake Lighting of Landscape

FBX animation

 Link: 001~4 001~5

 Link: 002~4

 Link: 003~4 003~5

  Link: 005~3

Update from Hasti:

I finished the landscape and outside of the Hotel.

After merging the whole models (restaurant, lobby, rooms and landscape), the final file became too big because of using so many textures and material after adding the details. This data was stored in the SketchUp file and caused the slow work loading. So, we purged our file as following steps to delete all unnecessary textures to make it run faster:

  1. Click “Window” > “Model Info.” The Model Info dialog box will open.
  2. Click “Statistics” > “Purge Unused.”
    (https://sites.google.com/site/sketchupsage/faster/purge)

Updates from Jerry H:

We have a solid framework as far as game engine and base classes to create various ghosts and monsters. The Paranormal class, which serves as the base class for all other specialty creepy things, is now ready to interact, showing the paranormal in three states: “hidden” (as a static object), “discovered” (static, or animation through either programming or FBX), and “captured” (simply disappear, or animation through programming/FBX). It’s very easy to extend the class and inject different programmatic animations; I’ve created a “ghost” class that hovers during the discovered state.

The model as a whole is really really big—upward of 189Mb—and has been causing Sketchup to crash. Natalie has helped me create a simplified version of the hotel, in which rooms are represented by simple blocks, so that we can export it to get the coordinates. Once all the OSG files with lighting baked in are ready, I’ll try to put the hotel back together.

By Saturday I was trying to display text in the CAVE but I’ve no luck. I can attach a mesh (e.g. a sphere) to a fixed position in front of the user0 entity, so that the user will always see it, but I just can’t get the text to show. Help??

Simple FBX files work fairly well in the CAVE. Jerry C and I (haha, Jerry x 2) discovered that FBX coming out of 3DS sometimes may get turned in a funny angle; this is due to a “Y-up” or “Z-up” option when exporting. I’ve extended Kevin’s Animation class to allow easy pre-scaling and pre-rotation when loading an animation file; feel free to grab it if you need.

As for the game interaction, originally I really hope to work with Wii mote and Kinect, but practically we might just not be able to get there because of time. However, if any of the other teams have had success in connecting with the Wii fit board, please let me know—the library to call Wii board and Wii mote are the same, and maybe I can bounce off your code.

The Jasper: Week 3 Update

4/20/2013

Hi! I finished the materials of restaurant. I also did some animations of ghosts. We also have put all our models in one file. We are going to finish some details in the future.

Scaring Restaurant:

Ghosts animations:

I will export them as FBX and test them in CAVE next week. I hope them works and we can put them everywhere in our project.

The link:

001~1      002~1     003~1     004~1     005~1

The ghost preview:

 

Update from Natalie:

This past week I worked on messing up my model to make it less perfect and more cluttered and messy.  Jerry C just showed me how to create a wall paper texture in photoshop to add some dirt and blood to the walls, so that will be the last thing to add for upstairs to make it more spooky.  I have also modeled a door, shower curtain, and dresser so that Jerry H can begin to play with that animated programing.

Here are some pictures of the upstairs…

Updates from Jerry H:

  • With help from Kevin the instructor I’m getting the foundation of the code settled. Much of our interactive objects will be inherited from the UW in-house lel_common code.
  • I’ve created a door object that will open and close upon interaction. A finding that is relevant for modeling interactive objects:
    • Parts that are moving must be its own component. For example, the actual door must be separated from the door frame and the hinge.
    • Where the moving part is within the component itself is very important. Specifically, if the object is rotating, the rotating axis/point must be (0,0,0) within the component. For example, the point where a door rotates on should be (0,0,0) within the component.
  • We have also checked that FBX animation files should work very well in the CAVE.

 

Updates from Hasti:

  • I’ve finished the modelling and details of the lobby.

  • I am working on modeling the outside of the Jasper and landscape design. I’ve built a  cemetery in the back side of the building (image below):

  • I am also working on the exterior design of the Hotel and I hope to finish it by Thursday.
  • I found the 3D animated model of a spider that I think it would be interesting to add it in our haunted hotel.
    (http://www.turbosquid.com/)

– Here are the 3D models of the spider:

– I’ve also rendered this animation (the link below):

                  spider