rvdm88
This video shows in slow motion how the controllers are tracked in a room. It uses sweeping IR laser lines to trigger small IR sensors on the tracked peripherals, by comparing the timing of when these sensors are triggered angles can be derived. in turn, from enough of these angles, positions can be calculated with high accuracy and low latency
updated 9 years ago
Elon: No, it’s necessary
Please support the original uploaders of these wonderful clips!
@elonmusk twitter.com/elonmusk/status/1070446975642812416
twitter.com/elonmusk/status/1070399755526656000
@spacex youtu.be/Esh1jHT9oTA
KerbalSpaceAcademy twitch.tv/videos/345009670
Christoper Nolan - Interstellar
Could be fun to create all textures/effects for it... or just try to decompile the ones from the game...
Model provided free of charge by Bethesda: myminifactory.com/object/bfg-21395
Also contains a glimpse of the headset using the IR camera showing the sensors hidden behind the black round dimples on the vive,
FC: Naze32 full
Power: 3S
Motors: EMAX 2206 1900kv
Pilot: Me
Ground camerawork: Martin van Dam
A little experiment in Unreal Engine 4 to visualise how the HTC Vive and lighthouse system calculates posiitons in a room environment.
It essentially works similar to how ships used to navigate near the shore by counting time between flashes of nearby lighthouses.
But now its done at 60hz in multiple axis and measured at multiple spots
NEWER VERSION AT: http://youtu.be/oqPaaMR4kY4
A little experiment in Unreal Engine 4 to visualise how the HTC Vive and lighthouse system calculates posiitons in a room environment.
It essentially works similar to how ships used to navigate near the shore by counting time between flashes of nearby lighthouses.
But now its done at 60hz in multiple axis and measured at multiple spots
It essentially works similar to how ships used to navigate near the shore by counting time between flashes of nearby lighthouses.
But now its done at 60hz in multiple axis and measured at multiple spots
It essentially works similar to how ships used to navigate near the shore by counting time between flashes of nearby lighthouses.
But now its done at 60hz in multiple axis and measured at multiple spots
This version has 1080p 60fps and updated logos.
Edited/Captured by Rachel van der Meer
Environments by the rest of the portalstories team!
Visit the modpage on steam at: http://store.steampowered.com/app/317400
http://steamcommunity.com/sharedfiles/filedetails/?id=286098917
Portal Stories: Mel is an upcoming free to play mod based in the Portal universe. It tells an entirely new story about a new protagonist called Mel who travels with a new personality core and faces a new, still unknown threat.
"What happened to me?"
Main Features
20+ Puzzle and exploration filled maps
Custom Story and Dialogue
Custom Textures, Models and Animations
70s Prototype Portal Gun
Free to Play (You must own Portal 2)
Logic based puzzles, not execution based puzzles
AdvancedVisualArts5 final animation at NHTV Breda, University of Applied Sciences.
International Game Architecture & Design (IGAD)
For more info and behind a the scenes look:
www.chromeheads.eu
No textures were used in creating this system, everything is procedural.
Themepark: De Efteling
RollerCoaster: Joris en de Draak (George and the Dragon)
Camera; Sony DCS-RX-100
2013
Performing the role of Art direction in the Worldbuilding project.
International Game Architecture & Design, NHTV Breda.
Thankyou Ubisoft for putting a wingsuit in the game!
It's a hexagon based turn based strategy game.
Every character has a different set of moves and different hp, similar to games like checker or chess.
Releasedate: TBA
Currently the game is being nominated for Best Dutch student game 2012.
http://www.control-online.nl/gamesindustrie/2012/10/31/awards-live-nominaties-best-student-game-bekend-voor-dutch-game-awards-2012/
Gefilmd bij het ANWB Trainingscentrum in Lelystad
In het eerste segment rijden de auto's over een hydraulische plaat.
Deze schuift de achterwielen naar links of naar rechts waardoor de auto in een achterwiel slip terecht komt. Vervolgens moet de bestuurder proberen de auto recht te houden en uit de achterwiel slip te komen. Alle witte delen van de weg zijn gecoat in teflon/plastic om gladde platgereden sneeuw te simuleren. Deze hele video is opgenomen met 1 telefoon camera.
ENGLISH:
Advanced driving training, done in Lelystad in the Netherlands.
In the first segment of the video cars drive over a hydrolic plate that push a car's rear wheels either to ther left or the right. This will cause a rearwheel skid, its up to the driver to fix this without spinning out.
All the white parts of the road are covered in teflon(plastic) to simulate a snowy road. The water makes sure the tires dont rub out in a week.
Sorry for the shakyness, this entire video was shot with only one handheld cameraphone
this includes 4 basic assignments:
Bouncing Ball
Pendulum
Ball&Tail
Character/Vanilla Walk
have fun watching!
Update:
Gradings are in... it recieved a 10 (A+)
It took about 6 weeks to create this campain,
and we did it for Gary Hudston and his future wife (she said yes) Stephany Harbison.
Best whishes to you both!
The levels were made using VALVe's Portal2 SDK,
The voice is done by Ellen Mclain, the actual voice actor of GlaDOS
Level 1 is done by TophattWaffle
Level 2 and 3 are done by MissStabby
The scripts were done by TophattWaffle
The animations were done by MissStabby
Download it here:
http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=1195
Rachel van der Meer (MissStabby):
Youtube: http://www.youtube.com/rvdm88
Email: [skip to 8:15 in the movie above]
Website: www.rachelgraphics.com
skype: rachel.van.der.meer
DeviantArt: http://www.rvdm88.deviantart.com
Steam: http://steamcommunity.com/id/rvdm88
Doug Hoogland (TophattWaffle):
Youtube: http://www.youtube.com/rocketrascal34
Email: [skip to 8:15 in the movie above]
skype: TopHATTwaffle
Website: http://www.tophattwaffle.com
Steam: http://steamcommunity/id/Doogiehoogie
I did the animations.
Voice by Ellen mclain.
It contains SPOILERS!!
go get it here:
http://forums.thinkingwithportals.com/downloads.php?view=detail&df_id=1024
I made this map using the assets provided with portal 2 using Hammer,
No custom sounds, animations or textures.
Enjoy watching/playing!
Level design by:
Rachel van der Meer
aka. MissStabby
All ingame assets by:
Valve
for the first half of the eclipse the moon was behind the horizon and later behind some clouds, though the last part of the eclipse was awesome.
Music is from Portal2 by Valve
Most parts are photographed on the german Autobahn,
the last part is on the Dutch highways.
All photos are taken with a 1 second exposure, and every 2 seconds a photo,
to provide a nice shutter angle of 180°
The photos are blurred because of all the motion,
though fine details for this type of animation are not always of importance.
Photos are taken with a Nikon D300s using a Giga T Pro II Wireless Timer Remote from Hahnel.
It was done by using manual focus and aiming without a tripod,
Using my Nikon D300s DSLR.
So if it gets blurry/shaky thats why.
Music is from the I Robot OST, more info in the credits.
It was shot using a Nikon D300s
i used intervals ranging from 2 to 4 seconds per shot.
The playback is at 25fps, in this entire animation i used just over a 4000 photos
partly shot in Nijmegen (Netherlands), watching over the "Waal" river and the waalbridge
Song: "Sebastian Ingrosso - Kidsos"
The slide contains around 1140 photos.
Have fun watching.
These are pet koi fish, just before they got moved to the big new pond in the backyard.
As you can see, they are quite tame already.
everything is keyframed by hand.
i tried to show some physics and timing
Later on i will add squash and stretch to it, also the ball hasnt got any rotation animated to it, this will come later
c&c is welcome
This is more a technical video, still, i hope you like it.
Its unlike most movies i posted, its short and hasnt got a lot of eyecandy, still i thought it was good to share online ;)
(Do dont rate or comment about that)
only the lightgreen axle and the blue axle are animated, the rest follows its movements.
also for the "cable" and the driving arm i used a look-at constraint. It was made using 3dsMax by Rachel vd M.
It is about TeamFortress2,
It is supposed to be somewhere between a comic and a short animation.
the movie is made with Garrysmod and uses a model of the scouts mom, recreated by "Rebbacus" on the facepunch forums.
i hope you like it!
Speed Modelling entries i made in the past year.
Its in HD720 so set it to HD for maximum detail!
i made them for the contests at the www.threedy.com forums and they are made with 3dsMax.
They range from januari to september 2009.
All the pictures rendered in Mental Ray
(No fancy animations this time)
Have fun watching!
The music is "loscillucy - dublayer1" from the game Osmos.
(For threedy insiders: i tried ordering them in chronological order, though some might have been mixed up a bit)
it was a school exercise, that i expanded on.
the animation was animated with a basic IK_limb rig, and keyframed by hand.
this is my first "character" animation!!!
so Comments are very welcome.
have fun watching, also its in HD,
the sounds and the game, Team Fortress 2, is from Valve ;)
and rate my animation!
This is a animation of a (lowpoly) Lamborghini Murciélago that's having a very close meeting with a Abrams M1A2 battletank.
I made this animation as a part of a "make a commercial for yourself" (P106 Brand yourself) exercise on school (Grafisch Lyceum Utrecht), it also has fragments of my previous work and animation's inside it.
.
though, this version is slightly modified (original has dutch text and some more contact info)
the tank was done in about 4 days,
the lambo got completed in a afternoon
the animation took a week,
the rendering (in 1080HD took two weeks) using lots and lots of school computers.
the editing/sound was done in one day
soundtrack: B M G - Above
Thx to:
www.threedy.com forums - for helping me get the right pictures and searchterms for the tank
Craft tools - for their free 24h trial of all their tools and forum support for their tools, great software for simulating tank tracks and vehicle movements.
The ICT department - for helping me finding out how to setup backburner
The teachers of Gaming - for letting me borrow their unused computers
(else i would still be at 10% right now)
The teachers of Multimedia - for helping me shape the project (and borrowing some pc's too)
The Grafisch Lyceum Utrecht - for having the education in the first place ;)