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	<title>Zachernuk.com &#187; 3d</title>
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	<link>http://www.zachernuk.com</link>
	<description>The desk of Brandel Zachernuk</description>
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		<title>Automatic shelf generator!</title>
		<link>http://www.zachernuk.com/2012/01/28/automatic-shelf-generator/</link>
		<comments>http://www.zachernuk.com/2012/01/28/automatic-shelf-generator/#comments</comments>
		<pubDate>Sat, 28 Jan 2012 08:53:16 +0000</pubDate>
		<dc:creator>Brandel Zachernuk</dc:creator>
				<category><![CDATA[Housifier]]></category>
		<category><![CDATA[application]]></category>
		<category><![CDATA[cutting]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[laser]]></category>
		<category><![CDATA[platform]]></category>
		<category><![CDATA[ponoko]]></category>
		<category><![CDATA[prototyping]]></category>
		<category><![CDATA[unity]]></category>
		<category><![CDATA[vector]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[cut]]></category>
		<category><![CDATA[dollhouse]]></category>
		<category><![CDATA[lasercut]]></category>
		<category><![CDATA[shelf]]></category>

		<guid isPermaLink="false">http://www.zachernuk.com/?p=1199</guid>
		<description><![CDATA[Over the new year break I expanded the functionality of the Housifier boxmaker to create boxes with an open top. Once that was done, I tried to work out how to add internal partitions to make shelving. That&#8217;s solved now too, and I have (digitally) assembled the first output of the system&#8230; I think it&#8217;s [...]]]></description>
			<content:encoded><![CDATA[<p>Over the new year break I expanded the functionality of the <a href="http://www.housifier.com">Housifier</a> boxmaker to create boxes with an open top. Once that was done, I tried to work out how to add internal partitions to make shelving. That&#8217;s solved now too, and I have (digitally) assembled the first output of the system&#8230; I think it&#8217;s ready to print. The editor will be available shortly. Stay tuned!</p>
<p><strong>Usage:</strong> Move the mouse around in the flash window to rotate around the model as it assembles. 
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<p><a href="http://www.zachernuk.com/wp-content/2012/01/boxbig.png"><img class="alignnone size-full wp-image-1205" title="boxbig" src="http://www.zachernuk.com/wp-content/2012/01/boxbig.png" alt="" width="503" height="342" /></a></p>
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		<slash:comments>2</slash:comments>
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		<title>Breaking into the real world</title>
		<link>http://www.zachernuk.com/2011/05/29/breaking-into-the-real-world/</link>
		<comments>http://www.zachernuk.com/2011/05/29/breaking-into-the-real-world/#comments</comments>
		<pubDate>Sun, 29 May 2011 05:23:43 +0000</pubDate>
		<dc:creator>Brandel Zachernuk</dc:creator>
				<category><![CDATA[Housifier]]></category>
		<category><![CDATA[Schematics]]></category>
		<category><![CDATA[application]]></category>
		<category><![CDATA[doodles]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[cutting]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[housifier]]></category>
		<category><![CDATA[laser]]></category>
		<category><![CDATA[platform]]></category>
		<category><![CDATA[ponoko]]></category>
		<category><![CDATA[prototyping]]></category>
		<category><![CDATA[shape]]></category>
		<category><![CDATA[shapeways]]></category>
		<category><![CDATA[vector]]></category>

		<guid isPermaLink="false">http://www.zachernuk.com/?p=909</guid>
		<description><![CDATA[First, the app. See below for the broader explanation and further plans! Summary: This is for designing boxes and printing out the plans for them. The white frame is an A4 page. Follow the help in the app if you&#8217;re confused. Enjoy! 
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</object> I really like playing [...]]]></description>
			<content:encoded><![CDATA[<p>First, the app. See below for the broader explanation and further plans!</p>
<p><strong>Summary</strong>: This is for designing boxes and printing out the plans for them. The white frame is an A4 page. Follow the help in the app if you&#8217;re confused. Enjoy!</p>

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<p>I really like playing with computers and finding out what they can do. Between the power of a modern machine and the wonder of the Internet there&#8217;s a vast array of possibilities. But ultimately, if a computer&#8217;s outputs are only a monitor and some speakers, all we can do is make coloured pixels or make some sound. That&#8217;s starting to change, though. People have built machines that can take a design from the computer and &#8216;print&#8217; the finished object out of materials in the real world. On top of that, there are services like <a href="http://www.ponoko.com">Ponoko </a>and <a href="http://www.shapeways.com/">Shapeways</a>. They take your design, print it out and post it to you for the cost of the manufacture and shipping. If you want one of these machines for yourself , there are even free designs available for the <a href="http://www.makerbot.com/">Makerbot </a>and the <a href="http://diylilcnc.org/">DIY lil&#8217; CNC</a>, so it&#8217;s possible to dabble in the field without sinking tens of thousands of dollars into equipment.</p>
<p><span style="font-weight: normal;">One major point that this movement fails to take into account, though, is that Time Is Not Money. Not quite. That&#8217;s why when you offer a service to the public and they ask how much it costs, you need to think about the cost in minutes as well as in dollars. While digital fabrication opens up amazing possibilities, people still need to understand quite a lot in order to do anything useful with it. That takes the kind of time that a lot of people don&#8217;t really have. Even if fabrication costs can drop into the single digits of dollars, it&#8217;ll only be &#8216;cheap enough to use&#8217; when the time it takes to put together an order can be measured in minutes instead of days.</span></p>
<p><strong>Introducing Housifier</strong></p>
<p>That&#8217;s why I&#8217;m building <a href="http://www.housifier.com">Housifier</a>, a website and a set of tools to make the act of creating designs as easy as it can be. Toward that end it&#8217;s still an experiment &#8211; there are trade-offs between control and simplicity, striking a balance between Do As I Say and<a href="http://en.wikipedia.org/wiki/DWIM"> Do What I Mean</a>. The first app will be a close relation of the box maker on this page, but it&#8217;ll allow you to make snap-together boxes like <a href="http://www.flickr.com/photos/brandelf/4832537352/in/photostream/">my Arduino enclosure</a> &#8211; from there I&#8217;m hoping to get more elaborate shapes composed, though some of the math is a little difficult. It&#8217;s going to be fun!</p>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Jitter-GIF generator</title>
		<link>http://www.zachernuk.com/2011/04/13/jitter-gif-generator/</link>
		<comments>http://www.zachernuk.com/2011/04/13/jitter-gif-generator/#comments</comments>
		<pubDate>Tue, 12 Apr 2011 23:39:28 +0000</pubDate>
		<dc:creator>Brandel Zachernuk</dc:creator>
				<category><![CDATA[doodles]]></category>
		<category><![CDATA[flash]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[89a]]></category>
		<category><![CDATA[animated]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[bytearray]]></category>
		<category><![CDATA[camera]]></category>
		<category><![CDATA[digital]]></category>
		<category><![CDATA[fujifilm w1]]></category>
		<category><![CDATA[gif]]></category>
		<category><![CDATA[jitter]]></category>
		<category><![CDATA[jpeg]]></category>
		<category><![CDATA[jpg]]></category>
		<category><![CDATA[minimalcomps]]></category>
		<category><![CDATA[stereo]]></category>
		<category><![CDATA[stereoscopic]]></category>

		<guid isPermaLink="false">http://www.zachernuk.com/?p=885</guid>
		<description><![CDATA[This is an animated .gif generator that takes .jpg files as input.  I hope you find it useful! 
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</object> A friend of mine bought a Fujifilm W1 a while ago, and has been taking very entertaining stereoscopic images with it.  The only problem with taking stereo pictures, though, [...]]]></description>
			<content:encoded><![CDATA[<p>This is an animated .gif generator that takes .jpg files as input.  I hope you find it useful!</p>

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<p><a href="http://adobe.com/go/getflashplayer"><img src="http://www.adobe.com/images/shared/download_buttons/get_flash_player.gif" alt="Get Adobe Flash player" /></a></p>

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<p>A friend of mine bought a Fujifilm W1 a while ago, and has been taking very entertaining stereoscopic images with it.  The only problem with taking stereo pictures, though, is that it&#8217;s next to impossible for anyone without very special hardware to appreciate them.</p>
<p>Enter the &#8220;Jitter Gif&#8221;.  If you take the two images that are captured from the left lens and the right lens and put them into a fast-looping animation, you can get some sense of the space that they capture.  It&#8217;s demonstrated really well at <a href="http://3erd.tumblr.com/">3erd</a>.  While it&#8217;s possible to make such Gifs in Photoshop or a specialized tool, it&#8217;s often too much of a hassle for people to bother with &#8211; Photoshop has a serious pricetag and is total overkill if you just want to see what it will look like.</p>
<p>Toward that end, I have made this generator. Feed in your jpg frames and get out your gif movie.</p>
<p><a href="http://www.zachernuk.com/wp-content/2011/04/skullanim.gif"><img class="alignnone size-full wp-image-891" title="skullanim" src="http://www.zachernuk.com/wp-content/2011/04/skullanim.gif" alt="" width="403" height="399" /></a></p>
<p>This is an example of a jitter-Gif of the junk on my desk, although not taken with a proper stereo camera. Even so, you get a much more interesting sense of the objects in the scene! Note that you will want to shrink your pictures down to a manageable size before constructing the animation.</p>
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		</item>
		<item>
		<title>OpenAvatar + Animated High-polygon Lego model</title>
		<link>http://www.zachernuk.com/2011/02/15/openavatar-animated-high-polygon-lego-model/</link>
		<comments>http://www.zachernuk.com/2011/02/15/openavatar-animated-high-polygon-lego-model/#comments</comments>
		<pubDate>Tue, 15 Feb 2011 02:32:42 +0000</pubDate>
		<dc:creator>Brandel Zachernuk</dc:creator>
				<category><![CDATA[doodles]]></category>
		<category><![CDATA[unity]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[avatar]]></category>
		<category><![CDATA[dof]]></category>
		<category><![CDATA[fog]]></category>
		<category><![CDATA[lego]]></category>
		<category><![CDATA[minifig]]></category>
		<category><![CDATA[openavatar]]></category>
		<category><![CDATA[render]]></category>
		<category><![CDATA[unity3d]]></category>

		<guid isPermaLink="false">http://www.zachernuk.com/?p=789</guid>
		<description><![CDATA[Over the past year, I&#8217;ve been thinking more about Cascading OpenAvatar and the idea of giving people access to persistent set of customizations that would span different representations. As Facebook games are on the rise and people are more interested in having game experiences that are shared across multiple platforms, the case for this shared-but-variable [...]]]></description>
			<content:encoded><![CDATA[<p>Over the past year, I&#8217;ve been thinking more about <a href="http://www.zachernuk.com/2010/02/11/cascading-openavatar/">Cascading OpenAvatar</a> and the idea of giving people access to persistent set of customizations that would span different representations. As Facebook games are on the rise and people are more interested in having game experiences that are shared across multiple platforms, the case for this shared-but-variable player representation is even stronger. I&#8217;ve been making a proof-of-concept for how a system like this would actually work with a simple character made of spheres, but I thought it would be worth doing a proper job with a more pleasing representation. I decided to go with the Lego Mini-figure.  </p>
<p>Like many people, particularly technical people, I have a great fondness for Lego that goes back to my earliest memories.  It was an endless source of entertainment to design and build my own world out of parts that could be replaced at random.  Since I began 3D modelling, programming, and designing interaction, this kind of expressive freedom has remained an important reference point.  So when I started thinking about an appropriate context to explain OpenAvatar, it seemed like the best place to start. Before I could make a program that would let you customize a Legoman, though, I had to build a model that was worth customizing &#8211; so here it is!</p>
<p>Move the mouse around to view the model from different angles. </p>
<p><em>Please view the full post to see the Unity content.</em></p>
<p>I&#8217;m not the first person to think it would be neat to do this &#8211; some people at &#8220;<a href="http://devbook.com/charactercreators/lego/">Devbook</a>&#8221; made one a few years ago which makes a good start, but I think that having a fully-3D version could be a lot more pleasing.<br />
<a href="http://www.flickr.com/photos/brandelf/"><img alt="" src="http://zachernuk.com/wp-content/2011/02/brandyman.jpg" title="Lego GPOY" class="alignnone" width="640" height="480" /></a><br />
This is what a high-quality render with Depth-of-Field (DOF) and Final Gather looks like.  Click on the picture to see the other renders I have done on Flickr. The current Unity3D render is some way off that but I&#8217;m confident that I can get it looking closer to this. Watch this space for updates!<br />
<br/><br />
[UPDATE] I have also been made aware of the <a href="http://universe.lego.com/en-us/splash/default.aspx">Lego Universe MMO</a> &#8211; which looks awesome &#8211; but I don&#8217;t think it undermines my point about customization.  If it becomes necessary to remove this or change the imagery to be more generic then I can cope with that, but for the time being I&#8217;d really like to play with the Lego representation!</p>
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		</item>
		<item>
		<title>Dynamic animation in Unity3d</title>
		<link>http://www.zachernuk.com/2010/10/19/dynamic-animation-in-unity3d/</link>
		<comments>http://www.zachernuk.com/2010/10/19/dynamic-animation-in-unity3d/#comments</comments>
		<pubDate>Tue, 19 Oct 2010 10:14:58 +0000</pubDate>
		<dc:creator>Brandel Zachernuk</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[doodles]]></category>
		<category><![CDATA[unity]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[cartoon]]></category>
		<category><![CDATA[collada]]></category>
		<category><![CDATA[constraint]]></category>
		<category><![CDATA[cursor]]></category>
		<category><![CDATA[dae]]></category>
		<category><![CDATA[dog]]></category>
		<category><![CDATA[dynamic]]></category>
		<category><![CDATA[export]]></category>
		<category><![CDATA[import]]></category>
		<category><![CDATA[joint]]></category>
		<category><![CDATA[maya]]></category>
		<category><![CDATA[mouse]]></category>
		<category><![CDATA[orient]]></category>
		<category><![CDATA[skeleton]]></category>
		<category><![CDATA[skin]]></category>
		<category><![CDATA[weight]]></category>

		<guid isPermaLink="false">http://www.zachernuk.com/?p=634</guid>
		<description><![CDATA[It has been a while since my last post, owing largely to the fact that I have a job now!  I&#8217;m an &#8220;Application Developer&#8221; at an outfit called Unlimited Realities, who are doing great work in the touch-computing space.  It&#8217;s still early days yet but I&#8217;m pretty thrilled to get in on the ground floor [...]]]></description>
			<content:encoded><![CDATA[<p>It has been a while since my last post, owing largely to the fact that I have a job now!  I&#8217;m an &#8220;Application Developer&#8221; at an outfit called <a href="http://www.unlimitedrealities.com">Unlimited Realities</a>, who are doing great work in the touch-computing space.  It&#8217;s still early days yet but I&#8217;m pretty thrilled to get in on the ground floor of what I suspect will become a significant feature of Human-Computer Interaction in the coming years.</p>
<p>On a slightly sillier note, since beginning to dabble in Unity about 6 months ago I have been trying to devise small interactive sketches &#8211; tests of functionality that represent blocks that could be integrated into a larger project or be expanded upon in order to create a more comprehensive system.  One of those sketches began as the question &#8220;How would it look to have an animal that looked at the cursor but in 3D?&#8221;  (It turns out that when the Japanese do it, the answer is &#8220;<a href="http://www.motionportrait.com/about/TIdog.swf">very creepy</a>&#8220;.)</p>
<div id="attachment_635" class="wp-caption alignnone" style="width: 310px"><a href="http://www.zachernuk.com/wp-content/2010/10/catty3.jpg"><img class="size-medium wp-image-635" title="catty3" src="http://www.zachernuk.com/wp-content/2010/10/catty3-300x150.jpg" alt="Though to be fair when I do things it often ends up pretty creepy too." width="300" height="150" /></a><p class="wp-caption-text">Though when I do things it often ends up pretty creepy too.</p></div>
<p>Initially my animal was going to be a cat but after fighting with the Unity3d engine for a while trying to import the skeleton, I gave up on the relatively high-poly model I had and decided to go with something slightly simpler, so I built a dog.  It turns out, though, that the issue was related to Unity (both Indie v2.6 and v3) had problems importing more than one Maya-generated .DAE file per open session. As far as I can gather the issue happens every time, but if anyone knows why it&#8217;s happening, or if there is a workaround I would be very interested in hearing about it!</p>
<p><a href="http://www.zachernuk.com/wp-content/2010/10/dog1.png"><img style="border: 0px initial initial;" title="dog1" src="http://www.zachernuk.com/wp-content/2010/10/dog1-300x131.png" alt="dog1" width="300" height="131" /></a></p>
<p>One of the things that computing can enable that has always fascinated me, as I have mentioned in the past, is working on pieces of technology that remove the need to work on other things.  For example, animating character by making simple rules for their behaviour rather than doing keyframe-based animation.  So this is what I came up with as a first step!  Move the cursor over the ground to direct the mouse, and the dog, to that location.  The faster the cursor goes, the wider the dog&#8217;s eyes get.  check it out!</p>
<p><em>Please view the full post to see the Unity content.</em></p>
<p>Well, not the <em>first</em> first step.. the very first step was a tortured-looking stickman spasming as all of his joint rotations rotated against one another randomly but I don&#8217;t think anyone needs to see that.</p>
<p>I&#8217;d like to thank &#8216;<a href="http://www.flickr.com/photos/matsomuffi/with/439896822/">Mats &amp; Muffi</a>&#8216; on Flickr for his wonderful photostream of fighting cats&#8230; he manages to capture them in a moment when all their grace and self-consciousness is given up for the sake of pouncing, and it makes for excellent texture references!</p>
<p><a href="http://www.zachernuk.com/wp-content/2010/10/dogtn.png"><img class="alignnone size-full wp-image-665" title="dogtn" src="http://www.zachernuk.com/wp-content/2010/10/dogtn.png" alt="dogtn" width="64" height="64" /></a></p>
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		<item>
		<title>Relief mapping in Unity</title>
		<link>http://www.zachernuk.com/2010/05/23/relief-mapping-in-unity/</link>
		<comments>http://www.zachernuk.com/2010/05/23/relief-mapping-in-unity/#comments</comments>
		<pubDate>Sun, 23 May 2010 09:14:02 +0000</pubDate>
		<dc:creator>Brandel Zachernuk</dc:creator>
				<category><![CDATA[doodles]]></category>
		<category><![CDATA[unity]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[CNC]]></category>
		<category><![CDATA[depth]]></category>
		<category><![CDATA[dmap]]></category>
		<category><![CDATA[experiment]]></category>
		<category><![CDATA[height]]></category>
		<category><![CDATA[heightmap]]></category>
		<category><![CDATA[mapping]]></category>
		<category><![CDATA[relief]]></category>
		<category><![CDATA[router]]></category>
		<category><![CDATA[unity3d]]></category>

		<guid isPermaLink="false">http://www.zachernuk.com/?p=513</guid>
		<description><![CDATA[After making the straight geometry manipulation experiment I thought I would have a look at loading images in as relief maps, similar to the real-world products they&#8217;re offering at Shapeways. A relief map is when you take the colour of a pixel in an image and set that to the elevation of the image. While [...]]]></description>
			<content:encoded><![CDATA[<p>After making the straight <a href="http://www.zachernuk.com/2010/05/21/geometry-manipulation-in-unity3d/">geometry manipulation</a> experiment I thought I would have a look at loading images in as relief maps, similar to the real-world products they&#8217;re offering at <a href="http://www.shapeways.com">Shapeways</a>.   A relief map is when you take the colour of a pixel in an image and set that to the elevation of the image.  While Unity is great for 3D, it doesn&#8217;t want to do much file I/O, so you&#8217;ll have to load images from elsewhere on the internet if you want to see something different. The default image supplied here is from <a href="http://lcv.stat.fsu.edu/research/geometrical_representations_of_faces/">Florida State U&#8217;s Laboratory for Computational Vision</a>, and displays an actual height-map generated for this kind of purpose.   If you want something else, just paste the link in and click &#8216;load image&#8217;, and as always in Unity, right-click for full-screen.</p>
<p><em>Please view the full post to see the Unity content.</em></p>
<p>What I&#8217;ve got so far is not bad, but surprisingly noisy!<br />
This much higher resolution than the <a href="http://www.zachernuk.com/2009/11/12/freaky-awesome-3d-camera-projection/">mesh experiment,</a> but Unity can&#8217;t get access to the webcam (without a struggle), so doing relief mapping from there will have to wait a while.  As always, stay tuned!</p>
<p><a href="http://www.zachernuk.com/wp-content/2010/05/reliefMapIcon.png"><img class="alignnone size-full wp-image-524" title="reliefMapIcon" src="http://www.zachernuk.com/wp-content/2010/05/reliefMapIcon.png" alt="reliefMapIcon" width="64" height="64" /></a></p>
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		</item>
		<item>
		<title>Yes Unity can (do lots of particles)</title>
		<link>http://www.zachernuk.com/2010/05/11/yes-unity-can-do-lots-of-particles/</link>
		<comments>http://www.zachernuk.com/2010/05/11/yes-unity-can-do-lots-of-particles/#comments</comments>
		<pubDate>Tue, 11 May 2010 11:03:00 +0000</pubDate>
		<dc:creator>Brandel Zachernuk</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[algorithmic]]></category>
		<category><![CDATA[face]]></category>
		<category><![CDATA[generative]]></category>
		<category><![CDATA[obama]]></category>
		<category><![CDATA[particles]]></category>
		<category><![CDATA[unity]]></category>
		<category><![CDATA[unity3d]]></category>

		<guid isPermaLink="false">http://www.zachernuk.com/?p=443</guid>
		<description><![CDATA[I was just looking into Unity&#8217;s 2D features &#8211; after having to build a line draw function myself I was wondering what I could get for free, and this is one of them! If you leave it running for a while you will see a hidden pattern in the particles. Also, &#8216;reset&#8217; will just reset [...]]]></description>
			<content:encoded><![CDATA[<p>I was just looking into Unity&#8217;s 2D features &#8211; after having to build a line draw function myself I was wondering what I could get for free, and this is one of them! If you leave it running for a while you will see a hidden pattern in the particles.  Also, &#8216;reset&#8217; will just reset the position of the particles&#8230; try it after you have a few thousand &#8211; it looks cool!</p>
<p><em>Please view the full post to see the Unity content.</em></p>
]]></content:encoded>
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		<slash:comments>0</slash:comments>
		</item>
		<item>
		<title>Dabbling in Unity3D</title>
		<link>http://www.zachernuk.com/2010/05/08/dabbling-in-unity3d/</link>
		<comments>http://www.zachernuk.com/2010/05/08/dabbling-in-unity3d/#comments</comments>
		<pubDate>Sat, 08 May 2010 01:19:32 +0000</pubDate>
		<dc:creator>Brandel Zachernuk</dc:creator>
				<category><![CDATA[doodles]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[csharp]]></category>
		<category><![CDATA[extrusion]]></category>
		<category><![CDATA[footprint]]></category>
		<category><![CDATA[hardware]]></category>
		<category><![CDATA[install]]></category>
		<category><![CDATA[java]]></category>
		<category><![CDATA[lighting]]></category>
		<category><![CDATA[mesh]]></category>
		<category><![CDATA[mono]]></category>
		<category><![CDATA[unity]]></category>
		<category><![CDATA[unity3d]]></category>

		<guid isPermaLink="false">http://www.zachernuk.com/?p=430</guid>
		<description><![CDATA[After looking into Java3D for a while, I liked it a lot.  There&#8217;s a scene graph metaphor in there that help bridge the gap from something Papervision, which has a much looser method for scene control, to Renderware &#8211; or any other fully-fledged 3D system.   It&#8217;s based on top of JoGL, which means you [...]]]></description>
			<content:encoded><![CDATA[<p>After looking into Java3D for a while, I liked it a lot.  There&#8217;s a scene graph metaphor in there that help bridge the gap from something Papervision, which has a much looser method for scene control, to Renderware &#8211; or any other fully-fledged 3D system.   It&#8217;s based on top of JoGL, which means you could delve down into openGL-like syntax for finer grained control, and most importantly, it runs fast enough to play with about 15 times the polygon count of Papervision.</p>
<p>The big downside, though, is that it requires Java (~17MB download) &#8211; and Java 3D (another 7MB) to run, and if you want to use it twice, chances are you&#8217;ll have to download it twice.</p>
<p>The only alternative I could really find was Unity3D, a relatively recent 3D engine and development platform.  It&#8217;s hardware accelerated, runs on Mac and Windows (no Linux build unfortunately), and has a browser plugin that only runs to about 2.5MB &#8211; about the same size as Silverlight or Flash 10, but a lot simpler to install.</p>
<p><img class="alignnone" title="Unity boasts Drag n Drop Everything" src="http://unity3d.com/unity/features/images/editor/1-normal.jpg" alt="" width="539" height="400" /></p>
<p>Terrific!  The only problem is that it&#8217;s a Game Development tool with an emphasis on &#8216;Drag and Drop Everything&#8221;.  As a programmer, I only really started getting into Flash when I could produce stuff entirely in code &#8211; while the visual editor is good for animation, I prefer to be able to see exactly what the computer thinks I&#8217;m doing.</p>
<p>After mucking about with Unity for a few weeks, I have begun to see how to circumvent the visual editor and work entirely in code, and I have managed to get to this point.  Click in the blue region to draw points, click back on the first one to create an extrusion from it.  If you click clockwise it&#8217;ll come out inside out, but making it counter-clockwise will make it normal.</p>
<p><em>Please view the full post to see the Unity content.</em></p>
<p>While this is pretty much the same as the Flash version I produced a few months ago, the fact that it&#8217;s in Unity means it can have realtime lighting and at least 15 times the polygons.  I&#8217;m looking forward to taking this further!</p>
<p>If you&#8217;re not familiar with what Unity can do, check out the games made by <a href="http://blurst.com/">Blurst</a>.  It&#8217;s hard to pick a favourite, but I highly recommend<a href="http://blurst.com/minotaur-china-shop/"> Minotaur China Shop</a>!</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Dabbling in Java 3D</title>
		<link>http://www.zachernuk.com/2010/04/10/dabbling-in-java-3d/</link>
		<comments>http://www.zachernuk.com/2010/04/10/dabbling-in-java-3d/#comments</comments>
		<pubDate>Sat, 10 Apr 2010 04:13:44 +0000</pubDate>
		<dc:creator>Brandel Zachernuk</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[anemone]]></category>
		<category><![CDATA[animation]]></category>
		<category><![CDATA[generative]]></category>
		<category><![CDATA[j3d]]></category>
		<category><![CDATA[java]]></category>
		<category><![CDATA[java3d]]></category>
		<category><![CDATA[jogl]]></category>
		<category><![CDATA[procedural]]></category>

		<guid isPermaLink="false">http://www.zachernuk.com/?p=413</guid>
		<description><![CDATA[I have been using Actionscript for a long time now. In order to break out of that, I have started to play around with some slightly more &#8216;direct&#8217; languages &#8211; while Java is by no means a &#8216;low level&#8217; language, I thought it would be worth making baby steps down from the convenient-but-inefficient heights of [...]]]></description>
			<content:encoded><![CDATA[<p>I have been using Actionscript for a long time now.  In order to break out of that, I have started to play around with some slightly more &#8216;direct&#8217; languages &#8211; while Java is by no means a &#8216;low level&#8217; language, I thought it would be worth making baby steps down from the convenient-but-inefficient heights of Flash down to the powerful-but-fiddly directness of C/C++.  Towards that end, I have been reading through the tutorials for <a href="http://java.sun.com/developer/onlineTraining/java3d/index.html">the Java 3D API tutorial</a>, and despite being pretty obtuse at the outset, it gets fun pretty quickly.</p>
<p>I believe this could just as easily been produced in <a href="http://www.processing.org">processing</a> but I find the lack of assistance from the IDE to be too frustrating to manage.  On the other hand, though, processing / Java is apparently very similar to the kind of instruction set that can be compiled on to <a href="http://www.sparkfun.com/commerce/categories.php?c=103">arduino </a>micro-controllers.  Hopefully more on that later! In the meantime, here is a video of my anemone:<br />
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<p>Note: the jitter is from the capture process &#8211; I am using <a href="http://camstudio.org/">CamStudio </a>to grab the footage, which requires a little more of the system than Java wants to give up.  If you want to <a href="https://java3d.dev.java.net/binary-builds.html">install Java3D</a>, you can <a href="http://www.zachernuk.com/wp-content/2010/04/">view the Applet</a> at a much higher resolution.</p>
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		</item>
		<item>
		<title>Extrusion shapes in Papervision</title>
		<link>http://www.zachernuk.com/2010/02/20/extrusion-shapes-in-papervision/</link>
		<comments>http://www.zachernuk.com/2010/02/20/extrusion-shapes-in-papervision/#comments</comments>
		<pubDate>Sat, 20 Feb 2010 03:51:32 +0000</pubDate>
		<dc:creator>Brandel Zachernuk</dc:creator>
				<category><![CDATA[flash]]></category>
		<category><![CDATA[3d]]></category>
		<category><![CDATA[as3]]></category>
		<category><![CDATA[custom geometry]]></category>
		<category><![CDATA[extrude]]></category>
		<category><![CDATA[extrusion]]></category>
		<category><![CDATA[face]]></category>
		<category><![CDATA[papervision]]></category>
		<category><![CDATA[polygon]]></category>
		<category><![CDATA[pv3d]]></category>
		<category><![CDATA[triangle3d]]></category>
		<category><![CDATA[vertex]]></category>
		<category><![CDATA[vertex3d]]></category>

		<guid isPermaLink="false">http://www.zachernuk.com/?p=393</guid>
		<description><![CDATA[As part of the early phase of experimentation in a potential project, I started fiddling with creating custom geometry in pv3d, rather than tweaking the vertices of existing primitives.    The results so far aren&#8217;t perfect, but they&#8217;re looking good: I&#8217;m not sure whether this is re-creating functionality that other people have already put into [...]]]></description>
			<content:encoded><![CDATA[<p>As part of the early phase of experimentation in a potential project, I started fiddling with creating custom geometry in pv3d, rather than tweaking the vertices of existing primitives.    The results so far aren&#8217;t perfect, but they&#8217;re looking good:</p>
<p><a href="http://www.zachernuk.com/wp-content/2010/02/Extrusion-shapes.png"><img class="alignnone size-medium wp-image-396" title="Extrusion-shapes" src="http://www.zachernuk.com/wp-content/2010/02/Extrusion-shapes-296x300.png" alt="Extrusion-shapes" width="296" height="300" /></a></p>
<p>I&#8217;m not sure whether this is re-creating functionality that other people have already put into papervision, but it was a lot of fun! There are some issues with shaded materials, but so far I have bitmap- and colour materials displaying and it&#8217;s looking good.  You can try it for yourself!  Like the pale text says &#8211; click in the window to add a vertex, press space to close the shape.  It seems to work even on pretty low-powered machines, so give it a try!</p>

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