AE:Trailer: Difference between revisions

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(→‎General information: should have done this days ago; adding "Iritscen's draft" section)
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::Thanks! Don't forget that wireframe also looks cool. For at least one shot, I'd like to try rotating around a model in a clean circle in wireframe and fading from that movie into a textured/shaded shot with the same rotation (it might be hard to rotate consistently twice because we usually have to use the mouse). But we probably will not have time for more than one shot of level geometry; two, if we make them quick; since I plan to show at least one character model and one new weapon in Blender too. --[[User:Iritscen|Iritscen]] 17:24, 22 August 2008 (CEST)
::Thanks! Don't forget that wireframe also looks cool. For at least one shot, I'd like to try rotating around a model in a clean circle in wireframe and fading from that movie into a textured/shaded shot with the same rotation (it might be hard to rotate consistently twice because we usually have to use the mouse). But we probably will not have time for more than one shot of level geometry; two, if we make them quick; since I plan to show at least one character model and one new weapon in Blender too. --[[User:Iritscen|Iritscen]] 17:24, 22 August 2008 (CEST)
::As for consistent rotation, you can set up a basic animation for the scene or camera and don't use the mouse at all. The problem will be that for large environments your 3D tool may not be able to rotate the scene or viewport smoothly, because of "too many polygons". Even now, the rotation of the Lab is choppy and a few polygons are not rendered (e.g., the floor of the control room in the watchtower). There's always stop-motion to work around the choppiness; I have no idea what's wrong with the missing polygons in the Lab and how it can be fixed. The Demon is OK. As for wireframe, the ultra-thin lines typically used by 3D tools won't look good when downsampled to 640x480, so I'd say don't bother unless your 3D tool has settings for the visually impaired (or maybe you want to apply a convolution filter to every frame to make the lines thicker?). You can try shaded or textured with superimposed wireframe though. --[[User:Geyser|geyser]] 22:37, 22 August 2008 (CEST)
::As for consistent rotation, you can set up a basic animation for the scene or camera and don't use the mouse at all. The problem will be that for large environments your 3D tool may not be able to rotate the scene or viewport smoothly, because of "too many polygons". Even now, the rotation of the Lab is choppy and a few polygons are not rendered (e.g., the floor of the control room in the watchtower). There's always stop-motion to work around the choppiness; I have no idea what's wrong with the missing polygons in the Lab and how it can be fixed. The Demon is OK. As for wireframe, the ultra-thin lines typically used by 3D tools won't look good when downsampled to 640x480, so I'd say don't bother unless your 3D tool has settings for the visually impaired (or maybe you want to apply a convolution filter to every frame to make the lines thicker?). You can try shaded or textured with superimposed wireframe though. --[[User:Geyser|geyser]] 22:37, 22 August 2008 (CEST)
::For the record:
::*Cheetah does not seem to display the lab correctly, it looks as if the shading is ignored.
::*In general 3D tools can create movies with a specified framerate even if they're not able to render an animation in realtime.
::*I suppose I could animate the camera in OniGame to produce such a movie if someone really wants it.
::*This is better than wireframe: [http://cid-639aa31296681bfe.skydrive.live.com/self.aspx/Oni/Images/cartoony.png Cartoony] :)
::[[User:Neo|Neo]]


===New content===
===New content===
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