Sword Art Online
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Post  Naru Sat Dec 08, 2012 9:09 pm

I'll join the team, but I won't be able to help much with the actual work. I have enough side projects of my own, plus I have school. I'll try and help keep you in the right direction when it comes to what you're working on though. A lot of people waste their time on things that are secondary.


Naru

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Post  Admin Sun Dec 09, 2012 5:47 pm

Your on the team Naru! Hope you will make me go in the right direction. You'll be classed as Manager cheers

Admin
Admin

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https://swordart.forumotion.com

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Post  Naru Sun Dec 09, 2012 11:56 pm


Cool. Why are the buttons in a different language?


Naru

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Post  Sao_nxt generation Mon Jan 21, 2013 6:32 pm

I posted on the oculus rift forums and was directed to this site? so i was wondering may i join i have experience with coding, and blender etc. and this seems amazing ive already created kirito-kun with blender and made a basic swords game u can contact me at my email preferrably, its kingsleyaihe and then the @ sign at gmail, not allowed to post links currently. also id like to mention im in school as well with naru. i am currently working with the UI and the interface of the character selections and the extremely vivid bootup screen. in the first episode of season 1 can wait to join Very Happy

Sao_nxt generation

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Post  wudishen Mon Jun 10, 2013 4:29 pm

hi guys, do your team need a animator? I can make something like a trailer for your game with your 3d model or to make character's walk/run/turn animation

That aside i'm also interested in removing un natural interface like keyboard and mouse and replace them consumer grade motion capture devices like kinect/leap/razor hydra. It will make the game more like sao-like as you will be able to use your own body to control the character.

after working with kinect for a while, i found there is still a lot of jittering when you try to map your motion onto the avatar in real time. I currently trying to solve this problem. i feel this problem can only be solve if a higher resolution motion capture devices or using more than 1 motion capture device. The latter solution is doable now however will need some serious coding. With kinect 2.0 and leap coming out, im not sure if i should continue doing it or wait for higher resolution device.

Just watch the clang kickstater project from soa_nextgen's earlier post. Getting clang to work on the game i think will be a fantastic idea since soa gameplay revolves around sword fighting .

ps: Not sure if you guys know about gabe, but gabe newell is on the video >< lol

wudishen

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Join date : 2013-06-10

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Post  Naru Wed Jun 12, 2013 9:46 pm

Don't know if this project will continue. I haven't heard anything from the others in a while. For the interface, I suggest you keep working with the Kinect and upgrade to the new one when it is released. That should help a little. For the jitter, you just need to interpolate between frames so the movement is smooth. Basically you are querying the kinect at 30 fps, and when you get a new frame, instead of just snapping the character into a new position using the skeleton data you want to smoothly animate to the new position. You pick how many inbetween frames you want, the more frames the smoother it'll look. Join the oculusvr developer forums and post updates somewhere in there, maybe in the UI forum. That way others can judge what you're doing and give you good feedback. I'll be around there later this month once I'm done with a current job I'm working on.

Naru

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Joining... Empty Just got my rift today~

Post  wudishen Fri Jun 21, 2013 5:28 am

yea i have no problem removing the jitter after recording the motion. Its is capturing the motion in real time and display it at the same time that is hard to remove. I am using the mircosoft kinect sdk to do the capturing.  Basically I cant interpolate the frames if it is not yet recorded.

wudishen

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Post  Naru Mon Jun 24, 2013 2:34 am

You can interpolate by using the model position as the current frame and the incoming frame as the second frame. It works in real time. This would look like smoothing and a slight lag, but because of the Kinect's 30fps, there is already lag. A little more wouldn't cause a problem. You just need to set a maximum on bone rotation per frame, when a Kinect frame shows a bone rotating more than that maximum, you move it the maximum amount you can and recalculate when you get the following frame. If you move your body too fast though, the lag becomes noticeable. For certain use cases it works great. Especially for a game where the characters have limits imposed on them. This way a real world physical advantage does not carry over into the game world.

Naru

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Post  wudishen Wed Jul 03, 2013 12:40 pm

hi i am working on a game myself. Are you interested in helping me? Smile

wudishen

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Post  Naru Wed Jul 03, 2013 4:51 pm

That depends on what your game is about, your current progress, and what game engine you're using. I can't help too much lately as I have my own projects plus I work. Send me a private message with your game details and I'll see if I can help.

Naru

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