Finger Tracking with Wii Remote
November 13th, 2007Johnny Lee shares a simple but clever approach for implementing finger tracking with the Wii remote:
[youtube:http://www.youtube.com/watch?v=0awjPUkBXOU 350 292]
Johnny Lee shares a simple but clever approach for implementing finger tracking with the Wii remote:
[youtube:http://www.youtube.com/watch?v=0awjPUkBXOU 350 292]
This plug-in collection adds a series of tools to AC3D that allow you to manage object pivots more effectively. With this plug-in set, you can: Set an object pivot to the highlighted vertex, zero the object pivot, rotate around the pivot instead of the centroid (numerically), or manually enter a pivot location. These functions are very helpful for setting up your model for animation or import into games.
Download the plugin. (Requires Windows XP, AC3D 6.2 or above.)
In case you missed it, the annual Game Developer’s Conference is early this year! The conference is usually held in March, but this year it runs from February 18-22 in San Francisco, California. Alumni early-registration deadline is December 5.
An amusing excerpt I ran across from the essay collection A Step Further Out, by Jerry Pournelle:
And prior to (the) Mercury (program) we hadn’t any real experience at all. We flew transport planes in parabolic courses that might give as much as 30 seconds of almost-zero-g, and that was all we knew. I will not soon forget some of our early low-g experiments. Some genius wanted to know how a cat oriented: visual cues, or a gravity sensor? The obvious way to find out was to take a cat up in an airplane, fly the plane in a parabolic orbit, and observe the cat during the short period of zero-g.
It made sense. Maybe. It didn’t make enough that anyone would authorize a large airplane for the experiment, so a camera was mounted in a small fighter (perhaps a T-bird; I forget), and the cat was carried along in the pilot’s lap. A movie was made of the whole run.
The film, I fear, doesn’t tell us how a cat orients. It shows the pilot frantically trying to tear the cat off his arm, and the cat just as violently resisting. Eventually the cat was broken free and let go in mid-air, where it seemed magically (teleportation? or not really zero gravity in the plane? no one knows) to move, rapidly, straight back to the pilot, claws outstretched. This time there was no tearing it loose at all. The only thing I learned from the film is that cats (or this one anyway) don’t like zero gravity, and think human beings are the obvious point of stability to cling to.
Which leaves me with only one question:
If you wanted to know if it was visual cues, wouldn’t it have been easier to just blindfold the cat? 😉
I found this great blog by screen writer John August. It’s full of tips and tricks for budding writers, and it’s a fun read. I about fell out of my chair laughing when I read this:
One day, I’d love to win an Oscar. An Emmy. A Tony Award. But if all I accomplished in my screenwriting life were reducing the number of times characters climbed through air vents, I’d consider my work successful.
Mr. August contends that “air ducts are for air” and shouldn’t be used as a magical escape mechanism for characters in otherwise hopeless circumstances.
Now some may argue that people do fit in air vents, but it’s hard to disagree… It’s a silly cliché and it’s used much too often not only in movies but in games, too. I can’t count the number of times I’ve climbed through air vents in games of all kinds. Nonetheless, I don’t like to blindly dismiss concepts either. For example, there are very rare times when even climbing through ducts makes sense: AVP on the Atari Jaguar is a brilliant example. Allowing players as the alien to climb through the ducts added game play that wouldn’t have existed otherwise.
It intrigues me how many Hollywood clichés have made their way into video games. I can’t help but wonder how long until video game clichés start regularly making their way into movies. I guess we’ll know the first time a movie opens with an ammo crate and a pork chop on the ground.