TheRedstoneScientist

UpdateLogs-TODO

Apr 10th, 2016
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  1. TheRedstoneScientist
  2. #2370
  3.  
  4. Change LogDownload Apps
  5. updatelogs
  6.  
  7.  
  8.  
  9. Welcome to the beginning of the #updatelogs channel.
  10. TheRedstoneScientist - 03/18/2016
  11. @everyone Welcome to the Update Logs chat! This will be used as a sort of "journal" for progress on the map. Currently you can only post here if you have the rank of map-director or "Expert." This chat will be kept entirely spam-free and will only serve to chronicle progress and update everyone. Naturally, anything that goes on inside this chat MAY NOT BE SHARED outside of the map-making team!
  12. Current Models State:(edited)
  13. Wheat (Still need to approve it first)
  14. Superman Action Figure (still needs to be animated if we even want that)
  15. School Desk (still needs to be double-check ingame)(edited)
  16. Spinning Fork (done)
  17. Advanced Car Models (Outsourced to Team Magnar, expected output in the next 10 weeks)
  18. TheRedstoneScientist - 03/18/2016
  19. Backpacks and Variants (Pangea still has to finalize these)
  20. Piled Boxes and Variants (Pangea has made ONE and we need many more)
  21. Where are we in the script writing so far? Currently I'm having some writer's block and also a lack of time. @Jragon014 is waiting on me to finish the two conversation variants (with and w/o Sam) in A1S3. Once that is done, that scene will be complete and @Jragon014 can proceed to write A1S4, the Outing.
  22. NPC Mechanics Update: Thanks to additional resources from @Onnowhere and a great deal of help from @MrGarretto and his ArmorStand Modelling Program, NPC mechanics are nearing their final state.
  23. I have currently completed models (based off of @Onnowhere 's original ones) for Adult, Teenage, and I am working on child sizes
  24. TODO The Julie Andrews line in A1S3 is not appropriate for character's ages, change that to something more childish and less of an exposition in time period
  25. Unlisted Playlist of Wesley Update Logs (hey @Jragon014 feel free to send me videos (UNLISTED) to add to this playlist): https://www.youtube.com/playlist?list=PL6czJ9xXKfEbsfi5zjlLs7_jEgRvw50lY
  26. YouTube
  27. The Redstone Scientist
  28. "Wesley" Update Log
  29.  
  30.  
  31. NPC UPDATE VID#1: https://www.youtube.com/watch?v=nVy0rCsJln0&list=PL6czJ9xXKfEbsfi5zjlLs7_jEgRvw50lY&index=1
  32. YouTube
  33. The Redstone Scientist
  34. "Wesley" Update Log #1
  35.  
  36.  
  37. NPC UPDATE VID#2: https://www.youtube.com/watch?v=sAHT6UpIvFI&list=PL6czJ9xXKfEbsfi5zjlLs7_jEgRvw50lY&index=2
  38. YouTube
  39. The Redstone Scientist
  40. "Wesley" Update Log #2
  41.  
  42.  
  43. TheRedstoneScientist - 03/18/2016
  44. Wheat model looks great en masse https://gyazo.com/5184ee38ecf27dc3b8999125d55ac220
  45. Gyazo
  46. Gyazo
  47. March 19, 2016
  48. TheRedstoneScientist - 03/19/2016
  49. Rough Draft of resource pack logo
  50.  
  51. March 20, 2016
  52. TheRedstoneScientist - 03/20/2016
  53. Current Resource Pack Build: https://www.dropbox.com/s/cpiynoy8vfkerra/Wesley%20Resource%20Pack.zip?dl=0
  54. Dropbox
  55. Wesley Resource Pack.zip
  56. Shared with Dropbox
  57.  
  58. March 21, 2016
  59. TheRedstoneScientist - 03/21/2016
  60. Writing session today
  61. Fixed the Marry Poppins line
  62. Finished Convo w/Sam
  63. Added Teacher character.
  64. Introduces Wesley and Lucy, the two new students.
  65. Proceed to have each character tell story about their summer
  66. This will inform the player to make a decision later when you need to choose a science lab partner. this will be your friend selection
  67. Casting Discussion: Discussed having VanillaBurp as Mary or Lucy. Although she doesn't have an American accent so it probably won't work.
  68. Discussed Ray's Works as Sam possibly. Although he sounds a bit too old but keep him in mind as a possibility
  69. Also had the idea of having LogDotZip voice the teacher if he took it very seriously. Reminded of the Life of Pi strategy in casting the character of the reporter. They purposefully chose an unknown actor over the celebrity because it would retract from the film's story. Still keep him in mind though
  70. Contacted @Onnowhere again about working on bent legs model
  71. Still need to create Child sizes
  72. Discussed pricing and types of servers with TDL. Discussed pros and cons of VPS server
  73. Also remember that the outing can either be a few years later, or MUST take place in either Wesley's house or the other friend's house as a playdate.
  74. Jragon014 - 03/21/2016
  75. > Created and recorded a song for either the intro or any emotional moment.
  76.  
  77. > Created a song for the starting poem which I am trying to orchestrate.
  78.  
  79. > Added a backstory to "Lucy" in A1S3
  80.  
  81. > Might have a proof of concept for a realistic 60FPS car.
  82. TheRedstoneScientist - 03/21/2016
  83. Contacted Energyxxer on Delay Command Blocks module. Since we plan to use it heavily. I asked if I can run 35 at once. In other words, can they work independently and run simultaneously
  84. Jragon014 - 03/21/2016
  85. Song #1
  86. 2.mp3
  87. 1.39 MB
  88. TheRedstoneScientist - 03/21/2016
  89. Team Magmar dropped out
  90. TheRedstoneScientist - 03/21/2016
  91. In talks with VanillaBurp about making car models commissioned. Waiting for a quote
  92. TheRedstoneScientist - 03/21/2016
  93. Jragon is gonna try and work on the exterior only right now and possibly interior later. Save VanillaBurp as a last resort. $130 for all 3 models. $50 for just interior.
  94. Completed basic body parts for Adult, Teen (85%), Child (70%)
  95. More details in update video #3 to come
  96. Bent arm models still need to be sized(edited)
  97. @Onnowhere Is working on bent leg models for the adult. TRS will resize them for our three sizes
  98. Also finished sizing all mouths. Still an unused mouth model which we probably won't use but I'm holding onto anyway. mouth_closed_tiny.json
  99. TheRedstoneScientist - 03/21/2016
  100. Going to add a feature for generating mouth loops based on user specified volume.
  101. Update Log #3: https://youtu.be/uwZr8tONAB8
  102. YouTube
  103. The Redstone Scientist
  104. "Wesley" Update Log #3: 3 Model Sizes and Flaws
  105.  
  106.  
  107. The constant switching of mouth positions causes some substantial lag. So we should make it a toggleable option whether or not you want to use mouths
  108. I've created a spreadsheet keeping track of all model and texture file organization
  109. Let me finish it to what we have so far before changing it please
  110. TheRedstoneScientist - 03/21/2016
  111. Finished the wooden pickaxe fade section of the new spreadsheet: https://docs.google.com/spreadsheets/d/1_WCF09-228oc8ovrmyns3SHPyDAAIY8IBKjb_ouQje8/edit#gid=0
  112. Google Docs
  113. Resource Pack Correlations
  114. Sheet1 Model Name/ Description, In-Game Association, Additional Data?, Display, Model File/ Model Directory, JSON Damage Value( if applicable) [ TOOLS ONLY], Referenced Custom Model Files, Texture, Particle?, List of Additional Data Tags, List of Display Options Screen Fade Opacity 5%, wooden...
  115.  
  116. TheRedstoneScientist - 03/21/2016
  117. Energyxxer responded and said that since it works off scoreboards, multiple delay command blocks can be used at once
  118. Added @Energyxxer as an Expert for his Delay Command Blocks module which will be heavily used in the map
  119. TheRedstoneScientist - 03/21/2016
  120. Currently improving Correlations spreadsheet
  121. Still learning how to sort data
  122. Discussed bent and bent2 legs with @Onnowhere
  123. Bent and Bent2 on legs will be designed specifically for a character sitting
  124. I discussed possibly having a third "Crouch" position for NPC jumps, but @Onnowhere suggested that Bent2 should suffice for that if we did some rotating
  125. TheRedstoneScientist - 03/21/2016
  126. Streaming live block model spreadsheets
  127. Asked @Dragon to remove superman logo
  128. TheRedstoneScientist - 03/21/2016
  129. Added spaghetti block model request
  130. TheRedstoneScientist - 03/21/2016
  131. It looks like for degrees over 40 or so, we WILL need separate models with a different offset.
  132. Perhaps give modelers access to the 3 ages NPCs to see if they fit in furniture. Very hard to get child to fit in desk
  133. Need to talk to @Skyrrel
  134. Depending on what angles the player is going to see, clever camera trickery may be able to allow us to avoid adding extra offset models for multiple angles.
  135. Right now, 30 degrees on the leg is the maximum. 40 is pretty ugly but you can fudge it with camera angles
  136. Right now, the number of models per NPC is at 14.
  137. If we were to add just 2 more models per limb for more extreme angles:
  138. Currently: 3LA 3LG 3RA 3RL
  139. Add two more for angles: 5LA 5LG 5RA 5RL(edited)
  140. Bringing the total count per NPC to 22.
  141. We COULD do this. It would just really be laborious
  142. March 22, 2016
  143. TheRedstoneScientist - 03/22/2016
  144. Added NPC Body correlations spreadsheet
  145. I'm planning NPC Body Correlations sheet accounting for bent legs. I'll need to move around all the models in the diamond_hoe.json file. The master file will be the spreadsheet though
  146. Did some recalculations
  147. Including bent legs, each NPC requires 42 models. I forgot to account for the 3 sizes
  148. TheRedstoneScientist - 03/22/2016
  149. Contacted Sparks about making it easier to generate unbreakable model files for NPCs. Trying to get him to add features to his unbreakable model generator
  150. TheRedstoneScientist - 03/22/2016
  151. I closed the Skype chat because it was poor organization to have 2 simultaneous chats. Waiting to see if Pangea will move to discord or not. Giving him 24 hours before we remove his name. Tess dropped out as well. However a new member, @Geenium joined.
  152. I've archived all of the chat history on the old skype chat in a google doc on the shared drive
  153. https://drive.google.com/open?id=18ZDfAs25fffKD11_EMWWGKVp3isvhliw9LOI2l0WXAY
  154. Google Docs
  155. Archive of Old Skype Chat
  156. SKYPE HISTORY OF OLD BLOCK MODEL GROUP CHAT ---------------------------- [2/6/16, 12:48:45 PM] System: (wave) Your conversation is all set up Share photos, messages and much more with everyone here or invite even more people by sharing this link with them. [2/6/16, 12:48:45 PM] Redstone Scientist...
  157.  
  158. TheRedstoneScientist - 03/22/2016
  159. Working on an auto-generator for the diamond_hoe.json for NPCs since it's constantly changing so much
  160. Looks good. May end up removing the NPC Body Spreadsheet in favor of this one
  161. TheRedstoneScientist - 03/22/2016
  162. Got some great work done on conditional formatting the diamond_hoe generator. Should be extremely easy to update and change the NPCs now
  163. In order to be able to efficiently use all data from all spreadsheet tools for Wesley, I'm going to merge the sheets into one document so I can easily reference data
  164. Deleteing NPC Correspondence sheet and replacing it with new NPC Info Sheet
  165. Renamed master workbook to "Resource Pack Tools + Data"
  166. TheRedstoneScientist - 03/22/2016
  167. Had an issue with the model file not being exported correctly. Fixed it and provided instructions on how to prepare file for import
  168. Major reorganization of model files(edited)
  169. Jragon014 - 03/22/2016
  170. > Attempted to make a car.
  171. > Failed to get the model working but at least it looks nice if it was working.
  172. TheRedstoneScientist - 03/22/2016
  173. Linked up a bunch of spreadsheets. Starting to automate everything about making new NPCs and storing their data.
  174. COMPLETELY finished the auto-generating diamond_hoe.json file
  175. You no longer have to export the file, just hit Select All TWICE and copy and paste it into the JSON file
  176. https://gyazo.com/b1b5da51089fc09b3265eec043c10637
  177. Gyazo
  178. Gyazo
  179.  
  180. Also, this was a useful website for me in debugging: https://www.diffchecker.com/diff
  181. March 23, 2016
  182. TheRedstoneScientist - 03/23/2016
  183. Going to see if someone else can fix @Jragon014 's car model
  184. TheRedstoneScientist - 03/23/2016
  185. TODO: Finish autopopulation of new NPCs on the Edit sheet for diamond_hoe
  186. TheRedstoneScientist - 03/23/2016
  187. Going to make a kind of "tour video" for everyone involved in Wesley
  188. TheRedstoneScientist - 03/23/2016
  189. Added @Jigarbov as a block modeler to the team. Possibility of upgrading rank to Expert later?
  190. Planning on doing a big writing session pretty soon
  191. Completely finished the NPC Model Values sheet!
  192. Going to do some double checking but I think all of the tools are in their most complete state as they can be before @Onnowhere finishes the bent legs models. Overview video (private) ready to be recorded soon
  193. TheRedstoneScientist - 03/23/2016
  194. Preview from @Onnowhere developing bent legs stage 1
  195.  
  196. Bodys will need to be teleported with each stage so that when sitting, their level changes. The bent legs naturally hover slightly above the ground to allow for this
  197. Also started work on rehearsing the opening poem
  198. March 24, 2016
  199. TheRedstoneScientist - 03/24/2016
  200. I've sent out the bowl model to a whole bunch of people in the hopes that someone can fix it
  201. VanillaBurp says we probably exceeded the max size of a model
  202. I'm starting to think we should bite the bullet and negotiate a price
  203. https://gyazo.com/73cb790fd31665850a983762535a3beb
  204. Gyazo
  205. Gyazo
  206.  
  207. Response: What I said on the first message. probably exceeded 3x3 size or if youve been editing the codes by hand in the .json then you might have messed it up there. If you havent been editing it then you exceeded the 3x3 size
  208. TheRedstoneScientist - 03/24/2016
  209. Always have player with Haste LVL 100
  210. Update fork to appear in hand
  211. Use tag of speaking and volume
  212. Creating "Treasury" on smartpiggybank
  213. Deposited $5 in the budget as a personal donation
  214. March 25, 2016
  215. TheRedstoneScientist - 03/25/2016
  216. Next order of business: Mouth Mechanics
  217. Found a bug where all sizes get summoned with child mouth
  218. Figured it out. In the spreadsheet, the mouth value in the auto summon is constant and I need to change it for each column
  219. Fixed
  220. TheRedstoneScientist - 03/25/2016
  221. Note to Self: No NPC can EVER be submerged in water without manual positioning
  222. TheRedstoneScientist - 03/25/2016
  223. Adding a Mouth Description sheet. Remains to be seen what I do with it
  224. March 26, 2016
  225. TheRedstoneScientist - 03/26/2016
  226. I did a lot today.
  227. Can't describe it all lol. But it has all to do with mouths
  228. March 28, 2016
  229. TheRedstoneScientist - 03/28/2016
  230. Added @R3DsKingdom as a Writing and story expert
  231. Giving @R3DsKingdom comment only access to the script
  232. March 29, 2016
  233. Jragon014 - 03/29/2016
  234. Song: #2 "If" is half finished.
  235. Song: #2 "If" Draft 3
  236. 2_If_a.mp3
  237. 1.23 MB
  238. Jragon014 - 03/29/2016
  239. Just improved the ending of the song a little. Going to start mixing soon.
  240. TheRedstoneScientist - 03/29/2016
  241. Having problems with vanilla burp. Will update soon
  242. Problems solved. Told vanilla not to do exterior because @Jragon014 has that covered. She's going to do the interior as one entity model. She's placing the entity in the front middle of the players view, allowing for maximum panoramic view. At a certain point though, we will need to prevent the player from looking around past a certain degree to avoid the rendering glitch. The reason why it's an entity and not a block model is to make resizing easier.
  243. Total Cost: $50
  244. US$
  245. TheRedstoneScientist - 03/29/2016
  246.  
  247. I inquired about this on my private Facebook for some answers from that generation
  248. @R3DsKingdom
  249. TheRedstoneScientist - 03/29/2016
  250. Possibility about server usage through @R3DsKingdom but unconfirmed
  251. TheRedstoneScientist - 03/29/2016
  252. Wooo! We're in the green! We've got US$64 in the "Wesley Treasury" and can now afford to pay VanillaBurp the $50 for the interior car model! After Wesley gets released, any remaining money donated will be split evenly between @Jragon014 and myself. We need to wait until the map is released to do this because people donated under the assumption that it would all be going towards Wesley. Ideally, we should have a "neutral account" by the end of the development process.
  253. Also the money raised can be used to keep a server running for work on the map
  254. @Onnowhere has COMPLETED THE BENT LEG MODELS. I still need to check them out but I've downloaded his product
  255. Take 1: https://www.dropbox.com/s/gbb6lr4acuwa4y1/2_if_a%20with%20Text%20Take1.wav?dl=0
  256. Dropbox
  257. 2_if_a with Text Take1.wav
  258. Shared with Dropbox
  259.  
  260. TODO: Incorporate the bent legs model files into the wesley pack
  261. Jragon014 - 03/29/2016
  262. #Music. About to extend "If". About to start writing "Moving In".
  263. TheRedstoneScientist - 03/29/2016
  264. Update from @MrGarretto : Working on absolute coordinates and changing items mid animation
  265. March 30, 2016
  266. TheRedstoneScientist - 03/30/2016
  267. Absolute Coordinates have been added in @MrGarretto 's program
  268. March 31, 2016
  269. TheRedstoneScientist - 03/31/2016
  270. Still more features to be added before it's complete
  271. TheRedstoneScientist - 03/31/2016
  272. @MrGarretto Added absolute coordinates in model selection
  273. Need to update the NPC generators for all these new features
  274. TheRedstoneScientist - 03/31/2016
  275. @Jragon014 need to start thinking about building a few houses for the landscape in the prologue
  276. April 1, 2016
  277. TheRedstoneScientist - 04/01/2016
  278. Imported the animation generator into the main tools workbook
  279. Still a lot of work to be done on the generator
  280. Need to implement support for absolute coordinates, model changes, and integration with NPC Info sheet
  281. April 2, 2016
  282. TheRedstoneScientist - 04/02/2016
  283. Replacing item/armor/equip_generic with a blank sound just in case
  284. TheRedstoneScientist - 04/02/2016
  285. Integrated Bent Legs 1 and 2 into the RP (Adult only)
  286. Among the things I did in a stream a while back, I fixed the texture for medium mouth. Now has correct coloring
  287. I just now realized that bent arms 1 and 2 do not represent different stages of bending. One has the hand on the hip and the other has the hand facing out
  288. Might have to contact @Onnowhere about changing that about the bent arms. The arms are really compressed right now when bent and it's hard to envision them picking things up or being useful appendages
  289. TheRedstoneScientist - 04/02/2016
  290. Just realized that all models that characters interact with like furniture cannot be blocks and need to be entities because of the darkening problem
  291. All furniture model armorstands then need to be NON markers so they don't darken.
  292. I'm doing some experimenting with the chair model myself
  293. TODO: Experiment with chair model in head slot
  294. REMINDER: When rotating an NPC you need to target ALL BODY PARTS , not just the body
  295. Arms DEFINITELY need to be changed.
  296.  
  297. Adding an "X" in front of textures in the gui so that we can use them while building and change them back later
  298. So having 3 frames of sitting and standing is hilariously bad but we just can't accomodate more models in the current tools. They'd have to be majorly reworked. So we might just have to deal
  299. 1 tick between each frame. Terrible lol https://gyazo.com/1ed49cc6778927a0435065e9b2a1bf5d
  300. Gyazo
  301. Gyazo
  302. Best Version so far, still not great. Unfortunately, like I said, we can't add more frames of models but we can add more position frames. https://gyazo.com/86721fc07b2355d22b9f9482e6d48a0f
  303. Gyazo
  304. Gyazo
  305. April 3, 2016
  306. TheRedstoneScientist - 04/03/2016
  307. Update Log #4. Animation Tech Demo: https://www.youtube.com/watch?v=NhBr8FjHg9I&feature=youtu.be
  308. YouTube
  309. The Redstone Scientist
  310. "Wesley" Update Log #4: 9 Frame Sitting/Standing Animation (Manu...
  311.  
  312.  
  313. TheRedstoneScientist - 04/03/2016
  314. Added pictures to match neutral mouth setting in the NPC Info spreadsheet
  315. Integrated Neutral Mouth selection in NPC Creation on the NPC Info sheet
  316. Here's what @Onnowhere used for his "talking" order: open4, open2, open9, open3, open2, open9, open3, open2, open6, open3, open2, open6
  317. He said he didn't use any of the "O" shaped models
  318. added "Talking" objective
  319. actually maybe it was 3,1,8,2,1,8,2,1,5,2,1,5
  320. Yup that last one is it
  321. Idea: So that we can have yet another property that we can test in a single argument, instead of having neutralMouth as an objective, why not have neutralMouth teams. This is used to see what mouth to revert to when not talking.
  322. TheRedstoneScientist - 04/03/2016
  323. Added all 3 superman textures from @Dragon I like the Block one so I'm keeping it as the default. But the other ones are hanging in the folder
  324. Just noticed that the default texture of the diamond hoe is missing. It was a spelling error. Fixed
  325. Adding the teams idea i had last night rn
  326. Mouth Teams:
  327. neutralMouthA mouth_closed_small_thin
  328. neutralMouthB mouth_closed_small
  329. neutralMouthC mouth_closed_medium
  330. neutralMouthD mouth_closed_big_thin
  331. neutralMouthE mouth_closed_big
  332. reminder: We DO have free slots for more mouth types if we want them. The closed medium and closed big look a little weird
  333. I now need to add the team tag to the spreadsheet summon commands
  334. This can be used in combination with the "size" scoreboard. ^^^^
  335. Added Mouth Team column
  336. Wow! I am shocked at how well this works! I added two passengers to the summon commands for NPCs to automatically set the mouth's size score and it works remarkably well! Will post an update log video soon.
  337. https://gyazo.com/8dc5289061f034e665c976ee733b9d59
  338. Gyazo
  339. Gyazo
  340. Now I need to integrate it into the automation of the spreadsheet
  341. Fully integrated into the spreadsheet. Next to integrate the "Team" tag
  342. Fully integrated the "Team" tag for neutralMouth
  343. the "Talking" scoreboard will have different settings depending on the value. Each one will be a different animation cycle depending. When Talking=0, the mouth gets reset followed by the score getting set to -1(edited)
  344. Added "Important Info on Scoreboards" sheet to be used for later
  345. Also, "Talking" doesn't always have to be an animation. It can also be a non-neutral mouth setting
  346. Reminder to keep the player at lower positions when teen or child
  347. TheRedstoneScientist - 04/03/2016
  348. Made an error with the Team tag. Need to fix it
  349. Fixed it. Problem was I put the tag in with the ArmorItems instead of in the general compound
  350. When we start working with audio, using the regular interval analyzer on audacity, we can place labels every tick to help us identify when talking happens
  351. Need to create a generator that can take a text file listing talk value next to tick number (for any recording) and turn it into commands
  352. Compatible with @Energyxxer 's module preferrably
  353. Added objective "TickCounter" for use in mainly dialogue but any other kind of delay. It will always be counting up however. One command block will add 1 every tick if the score is at least 0
  354. Assuming that sounds begin in the same tick that the playsound command is executed, then we want to start tickcounter at 1 usually
  355. TheRedstoneScientist - 04/03/2016
  356. In order to avoid errors, all dialogue tick files are going to be hand-made. It's really too ambiguous for a computer script. The text file written will then be plugged into @Energyxxer generator to create a chain of commands to start and stop talking
  357. I changed the objective name to VoiceTick instead of TickCounter
  358. TODO: Adjust round mouths so they are more flush with the face
  359. Possibly instead of going straight back to neutral mouth, we have 1 or 2 ticks of round mouth to show closing?
  360. TODO: Add in SimplySarc's FULL BODY model if ever we need background characters
  361. For example in the graduation scene maybe
  362. or orientation
  363. Removed PSA stuff from Wesley RP
  364. TheRedstoneScientist - 04/03/2016
  365. Voice Tick Generator by @Energyxxer is completed! Works fantastically! Will post update log soon. Very easy to use. I will also produce a tutorial on how to create the motions from start to finish. The mouth animations need some work and I definitely think we need an "almost closed" mouth so that when an NPC stops talking it doesn't look so abrupt.
  366. Reminder to ask @Onnowhere about that. If it's even possible
  367. We're definitely going to need multiple Talking loops for different values.
  368. Still need to resize bent limbs for teen and child. Not doing that now though. Gonna work on playing around with mouths
  369. Update Log #5: https://www.youtube.com/watch?v=MgO9yZNYQUo&feature=youtu.be
  370. YouTube
  371. The Redstone Scientist
  372. "Wesley" Update Log #5: Tech Demo (First Draft of Mouth Animatio...
  373.  
  374.  
  375. New Folder in the shared drive to keep all the VoiceTick logs
  376. Changing it so we have closing mouth frames. At the moment the resting value is Talking=-4
  377. TheRedstoneScientist - 04/03/2016
  378. Depending on how long the pause is, we may be setting different Talking values not just 0 so that we get to neutral mouth faster. Bc rn it's gonna be a 4 game tick process to return to neutral mouth
  379. I think I got a closing mouth sequence I'm happy with but it takes slightly too long. Perhaps we should program it to automatically start 1 tick early when closing the mouth? Right now I have it 2 game ticks on open8, 2 GT on closed_medium, and then neutral.
  380. Hmmm.... maybe not. Maybe I'll just leave it up to the "logger" (the one who logs the ticks from the audio files)
  381. Much better closing animation, Update Log #6: https://www.youtube.com/watch?v=EqO3VOLmyP4&feature=youtu.bea
  382. YouTube
  383. The Redstone Scientist
  384. "Wesley" Update Log #6: Tech Demo (Better Mouth Closing Animatio...
  385.  
  386.  
  387. April 4, 2016
  388. TheRedstoneScientist - Last Monday at 3:28 PM
  389. One of the animation loops should have the "O" sound and be used whenever a piece of text has a lot of those sounds
  390. April 6, 2016
  391. TheRedstoneScientist - Last Wednesday at 2:05 PM
  392. Thinking about making a contest for building some houses for the map
  393. Research Photos after Google Searching "Rural Houses 1960s":
  394.  
  395.  
  396. Seems to me just about any house will do
  397. It's important that we don't make people think it's a farm despite all the wheat
  398. Possibly there is a barn nearby?
  399. We can have wheat on both sides of the road for a while until after we pass the barn, at that point, one side of the road should be wheat and the other side should be grass
  400. Jragon014 - Last Wednesday at 7:32 PM
  401. I like the first house.
  402. April 7, 2016
  403. TheRedstoneScientist - Last Thursday at 4:37 PM
  404. Due to Finals and other things, I probably won't be doing much with Wesley this month
  405. However I'm really hoping to start work on the teaser next month so I hope we can get the grass and car done as well as start the building contest
  406. April 9, 2016
  407. TheRedstoneScientist - Yesterday at 6:45 PM
  408. Working on creating a new (hopefully more accurate) Template for @MrGarretto 's generator
  409. DAMN IT! I accidentally deleted the old one D: D:
  410. TheRedstoneScientist - Yesterday at 7:51 PM
  411. I'm thinking of completely rewriting the Animation Generator Parser from the ground up. So much has changed and the code is messy
  412. IMPORTANT RULE: As of right now, we SHOULD NEVER plan on changing the rotation of mouth models IN THE POSE ONLY
  413. In the new generator I'm going to optimize it so if nothing has changed from the last frame, the command isn't generated
  414. Yeah I'm gonna need to totally redo this
  415. The new version will NOT include the paste entitydata filter feature
  416. TheRedstoneScientist - Yesterday at 8:02 PM
  417. REMINDER: THE ONLY WAY to rotate an NPC is to do "/tp @e[tag=NAME] ~ ~ ~ ~x ~"
  418. TheRedstoneScientist - Yesterday at 11:01 PM
  419. Note on the new generator
  420.  
  421. We can save on space by adding a tag to both the "Head" and "Mouth" called "Face" so we can rotate them together
  422. Going to do that now
  423. Added the "Face" tag to ALL Heads and Mouths for all sizes. This will help save on commands for rotating them together since they should always act as one(edited)
  424.  
  425. April 10, 2016
  426. TheRedstoneScientist - Today at 12:05 AM
  427. Finished Writing the new generator as far as the features that the previous one had. I still need to implement absolute coordinates and model data and model optimization
  428. I'd like to implement a feature where you can get a chest (1 per command) with as many installation frames as possible in it for you to place before the character limit.
  429. TheRedstoneScientist - Today at 3:15 PM
  430. Default chair and desk on armorstand head slot. Needs to be moved down and made for entity modeling only. Can't test a Child sized NPC yet until I finish resizing the bent limbs for teen and child
  431.  
  432. Reminder that you always place "Tick001" at time signature 0.0s when preparing audio in audacity
  433. Gonna work on a tutorial (PRIVATE USE ONLY) for it
  434. TheRedstoneScientist - Today at 4:38 PM
  435. I've decided to hold off on resizing the bent arm models for now until we decide if we want @Onnowhere to change them
  436. Don't remember EXACTLY how I did the resizing of the other limbs so I'm recording some data to see how uniform I was in my process. If it was predictably uniform, then I'll first try following the same pattern for resizing the bent legs and adjust from there. If not, then I'll just use the base percentages (Teen = 85%, Child = 70%)
  437.  
  438. TheRedstoneScientist - Today at 5:06 PM
  439. Wrote to @Onnowhere :
  440. (edited)
  441. '''
  442. So Onno, I'd like to try something just to see if it works. So you know the bent and bent2 leg models you just made? You remember how you decided to "stretch" the texture a bit so there wasn't a gross break at the knee? You extended the length of the leg slightly to allow for a smoother curve?
  443. Is it possible for you to give that a try with the arm bent and arm bent2 models? Because right now they look really squished at the elbow. Does that make sense?
  444. '''
  445. TODO: write a spreadsheet program to automatically filter out every line that has the case sensitive word "TODO" from the update log and organize them nicely
  446. TheRedstoneScientist - Today at 9:10 PM
  447. We want the level of feet to be the same when bending legs right? I'm trying to think if that makes sense. I THINK that they should be at the same height like this. Regardless, it looks like addition and subtraction of values produced better results than multiplication. Remember that for future resizings on body parts.
  448.  
  449. With this new information about +/- and not * I theoretically COULD go back and redo the sizes of the teen and child ALL OVER. But it looks fine to me right now and it doesn't necessarily have to be mathematically and geometrically perfect. It's perfect to the eye as far as I'm concerned.
  450. Again, not mathematically perfect elsewhere but the bottom of the feet DO line up perfectly.
  451.  
  452. Strangely I had to change the Z translation on these so that the butt of the texture would align with the vertical line of the back
  453. lol clearly the Z component of the translation did not transfer to the child. It's clearly a personal preference thing, the fact that I added Z translation to the teen size of both types of bent legs
  454.  
  455. TheRedstoneScientist - Today at 10:32 PM
  456. Lol. Unfortunately I fixed the bug. It was fun while it lasted.
  457.  
  458. Finished all sizes of right and left bent and bent2 legs
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