STAR BORES
With all due apologies to Mr. Lucas
All guilt and responsibility for this page and
project.
lies solely in the hands of Joe Lee and Jesse Becker
What we did and how we did it
What we did was make a short movie in MPEG format. Click here to download it (you might have to hold
down the left-shift key to get it). If you need an MPEG player, then try
these:
For Micro$oft Windows: Vmpeg v1.2a (Chandler, you need one for Parker's computer)
For Toasters--I mean Macs: Sparkle 2.4.5
Modeling:
- Evangelion:
Modeling was done in both 3D Studio and Data Explorer using primaritly CSG
operations and simple transforms found in both packages. The model of
Evangelion is composed of several seperate parts that are combined to form
a single model. Everything in the model is hierachical, from the arms and
legs, to the two little eyeballs. The "basic" units, such as the upper
arm, lower leg, shoulder blades, etc, were modeled, scaled to their
correct relative sizes, then scaled again by [-1,1,1] to get a mirror
image of the object to be used on the other side (all elements were
modeled as being on the right-hand side, relative to the model).
The coloring comes mainly from colormap modules. The objects are marked
as positions, then the minimum and maximum values (from a statistics
module) are passed into the colormap. The marked data then has the color
applied to it from the colormap. Some objects are a solid color simply
because we wanted them to be.
- Death Star and Trench: These elements are made from two
hieghtfield created with a paint program. The images were read into DX,
and the color found at each pixel is used as a hieght for that location.
There are two seperate maps: one for the surface of the Death Star and floor of
the trench (the map used on the floor has been flipped over), and one for
the sides of the trench. For the parts of
the trench that are very far away (realatively speaking), fake a fake
floor and walls are used to speed up the render time. The fake elements
are both made of a 2x2 planar construct. The heightfields (real and fake)
both are scaled by very large amounts to make the trench appear to
converge in the distance. The fake floor and walls are somewhere in the
neighborhood of 70,000 units in length.
In case you have defective eyes (like me), the sign at the end of the
trench reads as follows:
Danger!
Death Star Weakness!
Keep hands, feet, and Proton Torpedos out of Exhaust Port!
Nice of the Imperials to place a safety sign, eh?
Tie Fighter and Hand of Death: The hand is done solely
in DX. The fingers scaled tori, while the fingertips are spheroids. The
bulk of the hand is a scaled sphere. The Dark Lord of Sith's craft is
made partly (i.e. the wings) form cheap, prefabricated parts found in Avalon (ahh...how I miss the land
of the faerie and the days of King Arthur). The body is made of DX
objects. The wings and body are seperate so that the former can be
forcefully detached from the latter, while allowing each part to be
animated seperately.
The explosion is just cool...okay, I'll tell you how we did it. It is
essentially a marco that takes an object that has been scaled to one unit
in size, the output is then transfored as the original object is/would
have been transformed. In addition, the macro takes a start value, a stop
value, and the sequencer. When the sequencer reaches the start value, the
explosion is created and begins to expand. It is gradually faded out,
along with the original object, as the sequencer counts towards the end
value passed to it.
The animation for the hand is composed of a simple translation and a bit
of hieracical modling in the fingers.
The Dragon: If only the Architects could do something
this cool... The dragon was done for a previous project (lab
3 if memory serves). It was altered slightly to fit our evil aims,
but is mostly unchanged. The wing motion is sinusodal, and the claws
graps the shoulders of Unit-01 correctly.
Pacman: Genuflect and praise the Grandfather of all
video game heros. Pacman is two hemispheres that rotate according to
time. He simply munches along and eats small (or not so small), round
things. This time however, it didn't agree with his stomach very well.
Evangelion Animation: (save the best for last ) The
animation of Evangelion is based on several sources: a picture of Evangelion running full-tilt,
pictures of Brazillian soccer
team, literlly running around in the Cornell CS department's
Undergraduate Lab (a behaviour that prompted many strange looks from the
other people in the lab at the time), the Ranma
1/2 first season opening (there's lots of people running), myself, and many
long hours trying to find a periodic funtion without doing really knowing
how (I did it anyway).
As the model is hiearchical, I based the motion around the angles between
joints at nine different points: two for the elbows, knees, and shoulders
each, and three at the hips (two for the legs, one for the rest of the
body). The rotations at the shoulders and elbows are in phase with each
other so that when the arm is in from of the body, the arm is more bent
than when it is behind the body. In addition, the lower arms twist inward
when appropriate to give a more fluid and realistic motion to the run.
Both the upper arm and upper leg rotations follow a sin(x)^0.75
pattern asthis allows for more "loiter" time for the limbs at the extreme
ranges of motion. This had the effect of slightly exaggerating the
running and also give more of a dynamic look than a simple sine or cosine
function would do. The lower legs are slightly out of phase with
the upper legs for two reasons: it looks better, and is much more
realistic in terms of how running actually works. The slight phase shift
allows the leg to be tucked while it is being brought forward, and
extended while pushing away from the ground.
Post Production: All the scenes were generated by DX
(about 1 DX file per physical scene) and individual frames were output as
tiff files. the .tiff files were uploaded to a Pentium Pro 233Mhz with 64
megs of mem and aprox 4 gigs HD space. There, the frames were assembled
into an .AVI movie using Adobe Premiere. Then, ULead Mpeg converter was
used to encode the AVI into .MPG format. (note, no premiere effects were
used in this movie. Adobe Premiere was used only for assembling the frames
and making the movie since doing all the seperate frames by hand is a real
pain in the [censored by the government of Surinam].)
"Where do we go from here?"
Well, for enlightenment and the answer to
Life, try here
or here.
but if you are more interested in this project, then I'll tell you.
There are a number of things, specifically having to do with the
animation, that can be improved upon. Another equation that moves Unit-01
up-and-down in phase with the running would add to the realism, as would
adding more pivot points to the model. Such points, perhaps in the lower
torso, neck, and several in the spine, would allow for a more fluid
motion. A rather unhappy side effect of doing this would be a rather
complicated set of equations, and with only nine pivot point now, it gets
rather messy as it is... The resolution of the hieghtfields could be
improved, perhaps using a special filter. The original maps are
intentionally boxy to give the correct surface effect (watch the movies
and you'll see what I mean).
Should you have questions you can e-mail
Jesse or
Joe
Page by Hawson -- Updated 4/21/97 at sometime waaaaay past
your bedtime.
This page created with PICO.