I checked the reset in the test scene - it would be good to retest in
the walker directory and with the full app
It seems weird today - Iwill need to recheck the reset tomorrow - now
the avDCS's aren't resetting or the scenes!
Checked again and its fine as long as I have a lot of memory!
Shed floor missing - do I use it undrawn somewhere - check
Video - live shoot
next Wed evening
I must check with Alan - he says fine
Get script/shot list to others and email them
Tom Custer, Ya Lu and Natt all said they could help
Must book equipment and locations -
booked hi-8
I starrted the script - finish and mail location
March 23
finished digitizing
started edit -> thing dancing
need to figure out how to do a montage! - I laid sound
March 22
figuring out what clips to go in avid
nb I digitized with sound high - when I redig at high res need to fix this
- no Tom came up and I adjusted the sound so I don't need to put it in
again instead:
duplicate the master sequence
delete audio
batch digitize
then put audio back
igitized up to thing3-6rock
March 19
check my project on IDesk2 from walker directory
no shed floor?
thing too tall in apres shoot things
Gun does not reset
Juan Gril saw the project and liked it!
March 18
Walker stuff
idesk needs to have its config file done
make Mike check wand
Put your stuff on the kona disk and check
March 16
Figure out why userMovingTooMuch is kicking in all the time
we only get to it from checkuserDistance - which is called from the app
and from dochecks - on interruptible and runawayable
they seem to be rest at end of dochecks
I don't see the distance being checked at all
its working right the distance is 7.8 - OK am I correctly calculating distance?
- did I change that? - it does change when I move
I've changed the two values moving away and running away in the scene file
But really it should be a directional check - hmmmm
In gunscene made init speed 10 then after 20 secs 20 - so the user doesn't
start shooting things too fast
exitone plain seems to have fog again - actually I think it was lights
Make netscenes
first checking plain and thing
I made separate avatar.net scenes - added to all.net
added lightscene, floorscene and transition scene to all.net
need to change color of things body in thingscene.net - done - check
morpher doesn't work in plainscene.net - message sent from code? need to
netscend?
need to make all switch netswitches in thingsceneTwo - done
made a thingsceneTwo.net - check it - looks good as far as first few
actions
some switch is bad - seems its the selector I put in thingscene.net
to prevent other errors
make a gunscene and fourthingsceneAll net.
switches in fourthingsceneAll must be netswitches - check all
make the sound come from the networked version
everything checks except
the gun is up in the air - can't figure out why
net version needs a black background
networked sound - sends an error - trying to sopen new/(null) - why?
I think the user is tranlasted down -2 - maybe too much?
nb - headtalk switches have same name in thing1 and thing2
where is the stuff that makes the second user track the first?
shoot - need helpers who is around?
nb - I had the things voice - doubled and slightly offset and I really
liked it (cos greenberg was playing soundsamples twice)
March 15
finish to do list below
transition scene
in plainscene I put a temp trigger for triggering execute in script_scenes
- out
for some reason if the thingscene is off this trigger doesn't
need to make all earthsky black
could put lights of first scene - or all light in scene my themselves
- done
fall needs to work better - big to small,sky?
setup teachDance for another reprise
don't forget we need the fog back the way it was?
OK I start at the beginning the thing is off we get the voice
about the clouds etc- although the plain is not reset - the thing is there
but motionless
Tried putting a trigger around the call to script1 NEXT and disabling
it
I think I also need to send a message to the thing ie brain
Now I have a quiet plain but no thing - where is it? - sent teachdance
instead of dance message
OK now its working but perhaps I need to go to lets go through it all
again - ie RECAP INSTRCUTION rather than RECAP
teachdance - usermovingtoomuch - stuck in this action
what is usermax? seems to be 3
when I put in a cout for the distance suddenly it pays attention to it!
- hmmmmm
As I check all through - I'm suddenly not getting the things voice and
an error message that says too many open files ! - this must not be! -
reset snerd
check on Idesk
I want a better way of checking userRunningAway and userMovingTooMuch
I have to make netscenes for all scenes so we can video from other perspective
without constraint to navigation?
March7 - 13
sick this week
made a rough draft of story-board for video
March 6
Worked through to do list and did a complete run-through
March 4
Make Revised todo list
check thing height as it chases things
it pops up and down - in finisFour
up for finisface and gloatpos (finisFace is too close? ->*5)
down for stay pos
still down for next gloat pos
up for get in face?
down for stay close
down for all the exitOne things
is it to do with going between the navpos and the userpos?
is it affected by the avDCS around it!
what if I put in the followground - its in there - oops!
lets test in our RUNtest -
its fabulous and fine - no up down
but if I add 5 to the avDCS - its 5 further up - doesn't seem to listen
to user z - because of the follow ground?
I removed follow ground and ....
the extra 5 goes away but
stay cloe - following the nav pos? - is lower by 4 in Z
OK adjust the height only affected userPos not NavPos - if they are
both equally affected? Whappen? - the difference is now 5
Wait if I take out the adjust height I seem to be getting a diff of
6 - 5 make sense
How will this affect the first scene? - in relate to dance steps? -
I don't want it dipping as the user dips - which is probably why I had
the Z following the ground -
use navPos for the the Z always and never userPos
can I put followground back in? - why?
check why we get to finis when only 3 dead or escaped (one thing triggers
both an escape and a killed flag?)
happens at 3 killed and 0 escaped
then as the thing berated me I saw the last one escape
they are turned off but their escape triggers are still firing up the
time comes - can I disable a timetrigger? - yes - doesn't see to really
be disabling
whether I disable it or switch of the switch around it - its still in
the queue and so is triggered
maybe I have to start this timeTrigger much later and make it shorter
- making all tests in thing2 - this worked - or did it
Leave this for now - fourthingsceneTwo has the switch idea which I describe
in the point above, but somehow in implementing it I screwed up everything
but all the other timeswitches are turned off - we don;t see their messages
recurring - ie when times up I don't see them running back to do a move
they've already done - so again I try turning off the appropriate spaceTime
switch
I put in code to see when the escaped is filled up and saw nothing!
- suddenly none of the escaspes are registering!
no escaped message going form the timetrigger - put them in
can I be triggering the space trigger - no cos I'm turning off the spacetime
switch - which another spacetime sweitch switches on!
maybe I need to put all switches under the thing so when it goes so
go all its switches - not in space
Or I can turn off each of the spacetimetriggers at death
OK I need to space their escapes so I can tell what's happening - so
I'm going to make the time switches further apart
definitively I see the killed thing triggering the escape flag
exp 1 - putting all pathtriggers under thing two switch - this worked -
there is a delay between 2 -3 secs before the thing dies - so if teh escape
happens in that time frame there is a possible glitch- could add the other
method - see 3 points above for belt and braces thing
Also if you hit it as it escapes we can regiter both an escape and a kill
BuT I think this is good enough for now
fix 1 3 a nd 4 the same way and return their timetriggers to orig times
took out timesup and shootingThingsTimeTrigger 3 which tell shooting
things that the time has run out - cos either we get escaped and killed
to tell us that the time is up
figure out exit One exit Two problem - see March 1st
is working pretty good now - just need to think about timing of the
various switch offs
think that darkeness should come at beginning of "you didn't think it
would be so easy"
then just eyes fro the laughter which cuts of now as shouldn't - ie
timing of the whole thing
thing3 - scream shorter than boomswitch?
cometo hand
I think I should take out the grab - just have it come and stay
first can I just get it stuck on the wand - facing along the wand
I can get it stuck on wand but perpendicular to it
second can I move it from where it starts to this place - I can move
it to facing the wand!
by horrible hacks - ie putting translate and rotate on the gun object
I can get it to the right place
however there is a definite peculiarity between its journey to to wand
and its staying on their
the stuff I have done - make the gun spin round not entoend
I have found the holy grail - in xpTransform the posQuat() show us how
to turn the mat into posquat info!
does the thing start talking again after killed three? - yes
thing seems a bit tall at the end there
also I think the gun should disappear before the whole scene
make walls walls - or put in fake walls which are walls
temp change sky color to blue in start scene 2 script and take out sky
so I can see where my walls are and if they're joining
remember to disabvle lights and script_floor in florrscene
I did NW and NE - need to duplicate to the South - done
does it fit with sky though? yes
change floor model - or change black thing to green
rying with the green floor model first - but I need to check after I
have put back fourthing enter for the first time scene
OK so lets go from beginning of scene2
I uncommented script_advance in script_floor
I added a message to the navigator as the user shot the cage
I took out the workingtrigger in the thingscene which started us from
in the cage
I turned on the fourthingscene
crashed just after the fourthingsceneTwo has started - ie in a part
that we were running before flawlessly
but I'm liking the green floor
does it crash also in simulator mode -yes
checking floorscene and fourthingscenetwo alone - put light etcback
in floorscene - turned fourthingsceneTwo on in all.floor - that's OK
trying without the navOn message - still crashes
make sure fourthingscene is turned off - I have turned it off in script_advance
ill this turn off the models in fourthingscriptTwo? - urgh - and if
it does do I have to change all their names etc and then see if it crashes?
doesn't seem to crash now
could listen to see if voices are playing - no
but I see the messages being passed
ake sure fourthingsceneTwo is turned on -yes
I may have to amalgamate these scenes? Or will changing the names of
everything work?
maybe changing in fourthingscene is easier than in fourthingsecentwo
lets try with one thing - to make sure it does not go down to the level
of the models being switched off?
in fourthingscene make brain_one brain_1 - and change all refs to it
in fourthing scene make thingglobalbody1 thingglobalbody_one - and change
all refs
make sure we don't name something the same as thingTwo's parts
change voice as well I'm not sure I'll see any change?
what about all the names of all the body parts?
And amalgamate - check how I'm triggering the re-enter - is it comples
is it anything more than adding paths to avDCS and adding actionstores?
maybe I should have one file per thing?
OK I have amalgamated the two scene into fourthingsceneALL
now to trigger appropriately
add to all.floor - name it fourthingscene - comments others out
take turn off aout of script_advance
when things leave they need to donothing? until their next call comes
then we call script_runaway at cageshot
Run1 - they're acting but not talking in the first part
ut they're talking in the second part - hmm?
fixed brain1 v brain_one
When they arrive - I hear some of the taunt AS's and they stop speaking
- and the startrun message is sent
in the code welcome ->lure->berate and I only see the two scripts addressing
the fourthing brains directly
turn off taunt triggers until script_runaway - to be extra sure do I
need to turn off the triggers that send the close message to the thing
- probably yes otherwise it will start at 1 not zero and screw up everything
fog
timing from finis to exitTwo
not show that timeTriggers do disable so I need to switch off the finisTimeTrigger
turn gun off during exitTwo?
beg - needs the thing to run somewhere and not out of the arena - or towards
somewhere - can't run off to gloat pos but be stuck on the user as she
turns
check inthecage sounbite
do I want to put in the other scream?
finisTime is too long by at least 10 secs
thing too tall
navOn and Off as appropriate
don't forget to take out the things little shadow piece
I think the thing needs to get behind the user quicker - cos at the moment
it can be shot
gun doesn't always make a noise
In gunscript it does stop before play - so it should be OK
changed order of the messages to see if that makes a difference!
Going from the beginning
put everything in all.all - where do things get turned on?
made changes in script_scenes
OK first runthrough went without a problem
need to add transition - not great but something
need to add that new set up dance speech?
need to add second ending
I think we could set up exactly as before - just with a third dance
time
make trnasition from 1-2
ExitTwofloor_green2.pfb
turn the original scene back on without resetting it the thing scene
-
need another dance action timer the plain scene
can't see this until I run from the beginning!
remember Idid not fix up the wallblack and floorgreen models and they
are ion models/IV - for now I'm including that directory in the runscript
- I put them in models
how long is the dance action?
scripts in init positions
Transitions
adding things to the first scene as necessary
anything globalbody move in an action before a danceaction must be stay
close not get in face - because otherwise we're tooo close to the dancing
thng.
sound levels - throughout
thing must run to gloatpos
do I want to change from the arrow keys to 1 2 3 4 keys? and Y N O ->?
have dave look at what you are doing with the timers
he does nothing in reset - calls them with a duration
transitions to dancescenethrice is weird
resets()
newBrain
teachDance
added teachDanceThrice = 0
added some moere things from init to reset
cometoHand
put the init stuff in the reset
shootThings
initstuff in reset
testing reset - all through with reset at end
we suddenly got no actions in dancetime 2 and no start of danceclock?
similarly no danceactions in reset of dance3 but I did see the clock
start and stop
added stuff to the reset from init and it seems fixed but
are the clocks in the reset?
slow nav for a while so we don't shoot things too soon
nav off at exit?
AND
fix runtorock - AvDCS mess
xpTimers' which reset weirdly?
flasher?
March 1st
We heard over the weekend that the MediArtech conference is postponed until
May
But first I am going to concentrate on the globalBody
made a test scene
problem
I'm getting userPos info in this object's co-ord system
I'm getting navPos info in global co-ord system
I'm getting the object to go to the correct position (inface), (behind),
(right) with the current functions using userPos - even when I move the
user about
what it I add a rotation into the avDCS? - it screws up - so lets add
Dave's invmat and see what happens - seems still not to read the get right
stuff!
Now lets go to the next issue - getting the navPos in my objects co-ord
system
I have grabbed the function that Dave uses in theUser class for this
- but I am only getting the parent's co-ordsystem- so fi we have stacked
transformation nodes above us we are in trouble
seems to be good
Still have a problem I think with the Thing's height varying
I need to check each thing
behind seems good and it stay in the correct orientation
now I need to check the timetriggers
turnoff the timesup triggers so they don't effect other stuff
cout when they start - check their times
they all check out
Also figure out why sometimes with 2/3 escaped we go into finis mode
because timer is wrong
cos we're shooting something as it escapes and thus getting both anm
escape and a killed message
Still getting from exitOne to the ist action in exitTwo - why?
checked all through and can't find an answer
change the timer to much longer
check the action length - it was 14 which is long
getting closer - I got the laugh but lost the action before
I think the cometoHand needs to be treated with the same awareness of
transformations as the globalbody