Sensor Tiles Project: Unity Team: Frank & Dwayne – Testing Game Mechanics

For today, we worked on implementing gameplay mechanics such as lighting and camera control. We also worked on some of the python script for the purposes of creating character movements that will respond to when the player moves their character. In addition, we have working to create the environment via construction of the walls, textures, and enemy models to be used in the game.

Our next step is to continue working on our Python script as well as the environment as well as the lighting and the sounds clips that can be implemented into the game.

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Raaaaaahh leap

Remy, Xuemin

Still having trouble getting the SWIG wrapper to work. I went back through the filenames and tried setting them back but that didn’t work so I just put them in near by folders and started over. No further progress was made there, however, and it was suggested that I download XCode, so I am. We’re leaving off on it copying over to the /Applications folder because I have to leave early.

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Sensor Tiles Project: Unity Team: Frank & Dwayne – Working On A Unity Game

For today, we have incorporated all of our assets from our small horror game that we have been working on for our Interactive 3D Programming class with Professor Baker into Unity. We have decided that it was a good idea to work on the game during that class and show that everything that we can do with Blender we can also do with Unity. Plus, we have also begun testing different ideas for our game such as themes, colors, objects, and possible music to be used for when we test the environment for our game.

Our next step is to continue this process on Monday.

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LeapMotion Swig Python Blender Throwdown Cage Match 11/24/14

Ishik, Remy, Xuemin

 

Tried renaming various filenames including the .so and .dylib files (LeapPython -> Leap -> _Leap -> _LeapPython)

Also tried replacing every instance of “LeapPython” in every file with “Leap” -> This caused a recursive error AKA don’t do this.

However, it might be appropriate to alter the Leap.py file to reference “Leap” instead of LeapPython in just the few lines of code dealing with the “swig_import_helper”.

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Sensor Tile Project: Miles, Brian, Kenneth, Al, Reno, Gabby, Dwayne, Frank

Today we tried to implement a touch screen feature but it still needs work. Transferring measurement into sketchbook, figuring out how to hang up screens.

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Sensor Tiles Project: Unity Team: Frank & Dwayne – Testing Character Models

For today, we have imported the game that Dwayne and I have been personally making for our other class, 3D Interactive Programming. Thus far, we have testing the import process of importing all of our assets from that game into Unity and continuing to work in Unity.

Thus far, we have been successful in importing all of our assets as well as making improvements in lighting, enemy character models and textures with some of Unity’s unique features.

Our next step is to collaborate with Wale and discuss what could be done to our project that would make our project work in sync with Sensor Tiles. As an alternative, there will also be the discussion on how we incorporate more features from Unity to enhance the quality of our game’s current state since he is more experienced than us in Unity.

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Sensor Tiles Project: Unity Team: Frank & Dwayne – Work has resumed

For today, we have continued to use the test character models and animate them to gain greater understanding of Unity’s workflow. We also decided to import a few more models and test them to understand with enough proficiency our process of importing content between Blender and Unity.

Thus far, we feel as though we are really starting to understand the process of Unity and what will be needed to to not only maintain a steady between Blender and Unity but what features are offered to us in the free version of Unity and how it differs from Blender.

Our next step is to discuss with Wale and Miles on how we can maybe make Sensor Tiles talk with Unity for feedback.

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Leap Blender Mac OS X

Ishik, Remy, Xuemin

Different beast, different problems.

Instead of using libLeap.so, we now use libLeap.dylib, and clang++ instead of g++

In our blender modules folder, we need Leap.py, libLeap.dylib, and LeapPython.dylib. These are all here, and currently we’re getting the error: ImportError: dynamic module does not define init function (PyInit_LeapPython)

which seems to be an issue with __init__.py but the swig documentation we found says it’s more to do with file names.

I need to comb through this more closely to figure out what’s up exactly.

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Sensor Tiles Project: Unity Team: Frank & Dwayne – No Work Completed

Al moved the desk in Studio Blue to do measurements, which includes our Mac workstation with all of our Blender and Unity assets for character models and environments. Therefore, we could not do any work for today.

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11/12 Update on the Leap Motion – Blender Package a.k.a. “IT’S ALIIIIIVVVEEEE!!!”

Remy, Ishik, Xuemin

 

So we’ve given up on trying to make Blender, Linux, and SWIG all work happily together; we just have the user input their password into the file to put it in/usr/lib. This works and we’re backing off. We now have a fully functioning conda package that can build on Ubuntu. YAY!!!

But not from Mac OS X, of course. That we’re still testing as I type.

We first encountered issues with the naming of the anaconda directory in the build.sh bash script, so we renamed all of the corresponding links in the script ‘anaconda’ (we removed the 3 at the end).

Upon fixing that, the next issue we encountered was an “ld: warning” that was about the fact that the build was not formatted for an x86_64 python architecture. We realized that what needs to be added is the environment variable “OSX_ARCH” into the build process, and setting it to “x86_64”, but we don’t know where or how to do this exactly. We’ll have to figure it out next time!

 

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