Categories
softskin

Green logic for a case & Radio for the daydreamers

Design & animation test with softskin, a shiv integer model by Julien Deswaef & Matthew Plummer-Fernandez and a track by Clément Parmentier

Categories
bits & pieces

B&W Valley

generated with the valley benchmark from unigine.

Categories
bookmarks

Cornelius Cardew’s Treatise

One of the most important connection between graphical design and music notation has been achieved in 1967 by Cornelius Cardew in his masterpiece called Treatise.

found on http://www.ostreet.co.uk/cornelius-cardews-treatise-1963-67/

found on https://blogthehum.com/2016/02/29/cornelius-cardews-treatise-1963-67/

links

Categories
teaching

B4D – blender for graphic designers

Ready with the notes about the quick training session of tomorrow, focused on fonts manipulation, svg import/export and rendering in blender.

Repository: https://gitlab.com/frankiezafe/b4d

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Uncategorized

A small training about how to use fonts…

A small training about how to use fonts and curves in blender targeted to graphic designer of OSP. The intend is also to evaluate the influence and interest of 3d software in print workflows.

This is an internal event.

Categories
Uncategorized

Complete UI style for 2D elements All standard…

Complete UI style for 2D elements.

All standard Ogre’s use interface objects have been styled in the polymorph way!

Categories
polymorph engine

Cool day today the creation of the example…

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Cool day today: the creation of the example.glitch was quite fun.
The example demonstrate a bit more extensively the usage of the ogre’s compositor (see here) and the interaction with shaders.

If you test the example, ckeck CustomApp::createCompositor: you’ll find comments about how to interact with the shader’suniform.

The superb model in this scene is gearthing4 by shivinteger, distributed by #additivism.

Categories
bits & pieces

Designing diagram in puredata Even if the sound…

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Designing diagram in puredata. Even if the sound is not nice…

Categories
Uncategorized

Puzzle research for peel In the process of…

Puzzle research for peel.

In the process of searching a “why” 1, the idea of a messed up structure to reconstruct arose. As the other concepts in the game, it’s easy to understand visually, a bit more hard to describe programmatically. Indeed, once several segments will be connected, rotations will be constrained, and hierarchy tree (3d objects parenting) has to be rebuild.

In these images, the player starts in the left state, and after rotating and connecting all the parts, he/she ends up in the right state. The images show something looking like a level, but i’m planning to add dynamically the next segments to generate the sensation of an endless puzzle.

The puzzle starts at the bottom.

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Axis of liberty: each start joint (in fuschia) has 1 degree of freedom.

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Note: cluster (orange wireframe cubes) must be attached to connector or gap (for the 2 first ). Each cluster knows wich joints are presents in it. If a segment moves, the joints move with it, and potentially reach the next cluster.

By building a slightly more complex structure and trying out joint rotation with connected segments, collision issues starts to show up!

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First try could be solved by shortenning a bit the segments:

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But these issues can not be quickly fixed:

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Enabling and disabling liberties is a crucial point in game mechanics, and will not be easy to calculate… At least, i don’t have the solution popping out right now.

Categories
Uncategorized

Flat design for #ogre #UI To enable just…

Flat design for .

To enable, just replace the standard SdkTrays.zip with PolymorphTrays.zip. It still needs fine-tuning, sliders style for instance.

Before:
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After:
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Categories
Uncategorized

Design of startup dialog for ogre it might…

Design of startup dialog for ogre : it might seems unrelevant, but i’m quite glad to have change the background image and colors of this window. I feel more at home 🙂

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