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   RE: [xml-dev] Re: Why is there little usage of XML on the 'visible Web'?

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Absolutely.  I've played with that a bit because I've great audio toys
at home and am reasonably proficient with them.  The skill set required
increases of course.  Storytelling and voice acting aren't pervasive
skills, but aren't hard to learn.  One reason the games are good for
machinima is the controls are there for manipulating objects easily (one
assumes the joystick, the mouse, the built in gestures, etc) that in one
sense, are puppetry.   This sort of package for X3D has yet to appear
but there are good protos out there for building them.   One reason
among several that I disallowed avatars in IrishSpace was how long it
took to animate them in 1995/96.  It was too early, the delivery cycle
was too short, and the machines didn't have the horsepower.  If I had to
do that again, I'd definitely go with animated figures.  But canned
libraries for behaviors based on H-anim would make that a lot more
attractive.  I believe NPS is working on that too.   

Note what the Blender.org did with the "Elephant Dream" ten years later.
http://www.answers.com/Elephant+Dream  This is a brilliant piece.  It is
not X3D but it shows the power of the open source tools plus a short
schedule (required for these projects for reasons I came to understand
during the IrishSpace project).  Note again the need for a skilled and
dedicated team.  This kind of thing MIGHT be done by an individual but
only if they have a lot of time and no other commitments (say kids or
monks).  Dumping avis out into Windows Movie Maker over a pre-recorded
sound track is a piece of cake as long as one can make the 3D first.  At
the very least, it is a way to make better titles than the junk in the
movie packages, and interestingly, because in 3D one can have movie
textures, one can wrap these media around one another in very cool ways.

And it is dirt cheap.  The trade is time for energy. (woohoo).

Some want to just use the real time 3D and if you want to do a
non-linear or evolving story, it's not a bad idea but the difference in
that and a game are almost nil.  For linear stories, wmvs, avis, etc.
are still the way to go particularly since syncd sound is such a bear.
On the other hand, experiments I've been doing lately reveal there is a
fascinating middle ground for loops, navigation, surprise and worlds in
worlds that can only be done with real time 3D. 

len 


From: Tei [mailto:oscar.vives@gmail.com] 

On 7/21/06, Bullard, Claude L (Len) <len.bullard@intergraph.com> wrote:
> No problem.
>
[..]
>
> Note that with the requirements for messy protocol code and the 
> ability to think in a multi-dimensional application (XYZ + 
> Time(User-intent + Sentient Environment), you have to have
professional 3D graphics chops.
> This isn't the world of 2D vector or pngs although you have to have 
> these too (textures and 2D layers).

He!

Yet another use for 3D can be Machinima, films with actors that use a 3d
engine. Actually most machinima productions use a game engine, but If
X3D get enough support is posible to make machinima with it.

On a game engine is easy to make machinima because multiple players can
act as actors. You dont need AI, but a script.

Machinima can be interesting for educative software too, you can learn
history with it, and maybe math and phisic.

Example of machinima:
http://www.machinima.com/article.php?article=413





 

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