[XML-DEV Mailing List Archive Home] [By Thread] [By Date] [Recent Entries] [Reply To This Message] RE: Re: Why is there little usage of XML on the 'visible Web'?
Absolutely. I've played with that a bit because I've great audio toys at home and am reasonably proficient with them. The skill set required increases of course. Storytelling and voice acting aren't pervasive skills, but aren't hard to learn. One reason the games are good for machinima is the controls are there for manipulating objects easily (one assumes the joystick, the mouse, the built in gestures, etc) that in one sense, are puppetry. This sort of package for X3D has yet to appear but there are good protos out there for building them. One reason among several that I disallowed avatars in IrishSpace was how long it took to animate them in 1995/96. It was too early, the delivery cycle was too short, and the machines didn't have the horsepower. If I had to do that again, I'd definitely go with animated figures. But canned libraries for behaviors based on H-anim would make that a lot more attractive. I believe NPS is working on that too. Note what the Blender.org did with the "Elephant Dream" ten years later. http://www.answers.com/Elephant+Dream This is a brilliant piece. It is not X3D but it shows the power of the open source tools plus a short schedule (required for these projects for reasons I came to understand during the IrishSpace project). Note again the need for a skilled and dedicated team. This kind of thing MIGHT be done by an individual but only if they have a lot of time and no other commitments (say kids or monks). Dumping avis out into Windows Movie Maker over a pre-recorded sound track is a piece of cake as long as one can make the 3D first. At the very least, it is a way to make better titles than the junk in the movie packages, and interestingly, because in 3D one can have movie textures, one can wrap these media around one another in very cool ways. And it is dirt cheap. The trade is time for energy. (woohoo). Some want to just use the real time 3D and if you want to do a non-linear or evolving story, it's not a bad idea but the difference in that and a game are almost nil. For linear stories, wmvs, avis, etc. are still the way to go particularly since syncd sound is such a bear. On the other hand, experiments I've been doing lately reveal there is a fascinating middle ground for loops, navigation, surprise and worlds in worlds that can only be done with real time 3D. len From: Tei [mailto:oscar.vives@g...] On 7/21/06, Bullard, Claude L (Len) <len.bullard@i...> wrote: > No problem. > [..] > > Note that with the requirements for messy protocol code and the > ability to think in a multi-dimensional application (XYZ + > Time(User-intent + Sentient Environment), you have to have professional 3D graphics chops. > This isn't the world of 2D vector or pngs although you have to have > these too (textures and 2D layers). He! Yet another use for 3D can be Machinima, films with actors that use a 3d engine. Actually most machinima productions use a game engine, but If X3D get enough support is posible to make machinima with it. On a game engine is easy to make machinima because multiple players can act as actors. You dont need AI, but a script. Machinima can be interesting for educative software too, you can learn history with it, and maybe math and phisic. Example of machinima: http://www.machinima.com/article.php?article=413
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