Friday, December 7, 2007

Bitches don't know about my animation scrubber.

Aw yeah. They don't understand my custom animation scrubber I wrote a couple hours ago. Not everything is 100% hooked up for high level events like marker control, etc -- but it's already scrubbing your worries away. No more horrible Gtk+ standard issue for this modeler. Also in tonight's svn commit are a crash fix for image buffer conversion ( stop using obsolete code ), Cmake fixes, and lots of little fixes here and there.

The 'final' 0.9.5.17 build should be done this weekend. I want to move on to the new scene/scenegraph backend for 0.9.5.18, so after I clean up the new scrubber prototype and a few more fixes that'll be it. If you want something not on the list of two items you'll have to beg and whine like dtm. I'm still not sure if cmake fixed their OS X linker bugs, but if not email me for a workaround.

Covert ops mission completed, so I'm getting a bit of sleep before the dawn. I was going to use this Bratz model someone sent me in the screenshot, but it's all creepy because it has no clothes. Time to catch some nightmares. If someone has some kick ass models that are animated send them in... I get tired of looking at that dwarf, elf, and pony one you know.

Tuesday, December 4, 2007

freyja 0.9.5.17 final coming

Well, freyja continues to move along at its own pace. I've redesigned the UI some more since the Lua rollover and fixed several bugs in the new Lua based client. As I move to a more 'professional' look and feel and 'unhide' functionality by providing better tool layout and grouping -- it's as if it's a new project altogether. Now that the Lua rollover is done I can focus on important usability and tool features. I should have all the skeletal -> morph tools back in the UI shortly. I just don't have time to make icons for all of them. Expect many bug fixes with the 0.9.5.17 final release this month. ^^

I'm still removing legacy systems while replacing them with more robust and easier to maintain code. Expect tons of backend and frontend changes for 0.9.5.18. The new animation control system will likely be the most important feature change. Finally you won't need to hassle with obtuse scrubber events, since I'm making a custom widget to replace the Gtk+ scrubber. I hope to work in a new path animation tool before the end of the year, which might bump the A/V sync tool. If you want to 'vote' for a feature drop by irc or email me to state your case.

Tuesday, November 20, 2007

Freyja Lua done!

Freyja 0.9.5.17-lua-rc1 is finished. Expect binaries released tomorrow, since everything seems to be working fine now with the RC1. I'm sure you guys can find bugs. :3

Do the constructor dance! I'm going to sync up the pictured QuakeWars animation to the BoA song 抱きしめる with a new feature coming soon to public builds. Hey, it's not a dancing Lineage II elf for once. ^^

Update:

Ubuntu packages for amd64 released.
Windows i386 RC2 released.

Monday, November 19, 2007

freyja moves to lua cont.

The Lua based client has progressed a lot today. As you can see the previous feature set is nearly complete along with some other UI enhancements. All widgets should be done now aside from some minor issues here and there. A few minor widget alignment and fill issues remain as you can see. I also don't have the mouse events completely done yet for mgtk_lua opengl_canvas either. I'm likely going to do a rewrite on the custom canvas widget soon anyway to finish off the new feature list. The new scenegraph tree widget hasn't been shown on the blog until now as well.

I hope to finish up the UI script tomorrow, but until then you can set LUA_UI 0 in the freyja/src/config.h to build the old mlisp based client. As of right now mlisp is still used for events and symbol binding at the core to retain compatibility with both scripting systems. If I can get at least back to the support level the last test build had -- don't look at me like that -- I'll do some binary releases. One of the reasons Lua rollover was bumped is to focus on being more user friendly quicker. I'm also going to start moving some glue / event code into Lua scripts once the next build is done. The next test bulid 0.9.5.17-Lua will mostly be to get the kinks out of the new UI scripting / event system before plowing into other things.

Sunday, November 18, 2007

freyja 0.9.5.17-lua

Wow, it's been a month since the last update. If you don't hang out on the irc channel I have some big news. Freyja has almost migrated fully from mlisp to Lua for UI scripting and event processing.

This current prototype UI (pictured) is generated in Lua with my updated Lua/GTK+ binding. Events can now bind to Lua /C / C++ / mlisp function handlers and even canned lua scripts. No glue code in C/C++ or mlisp is needed now. The 'tracer' Lua client is running off the same backend as mlisp client shown -- at the same time. Yeah, it's insanity.

I haven't translated the entire UI from mlisp to Lua yet, which is why its sidebar is mostly bare in the Lua based client. Most of this was done this week during down time, and this is what I bumped the other features for mentioned at the irc meetings. I'm reworking the renderer as well, but that likely won't be public until it's more stable.

On the gaming tip:
I'm now ranked #25 in QuakeWars by knife skills for those keeping score. You should also check out Uncharted on the Playstation 3 -- sure the game is awesome -- even better the animation system is so well thought out you'll be in awe. ^^

Monday, October 1, 2007

freyja dev cont

I have returned! I've just finished cooking a nice Japanese homestyle fried Spanish mackerel dinner. I just caught the fish only yesterday! No, that picture is one of the red drum I caught -- not said mackerel which are nearly the size of the bait I used to catch the drum. I caught a few drum on light bass tackle, but I broke about 4-5 leaders in the process. It's a good thing I don't live on the coast, or I'd fish and bake all day I fear. Baking and fishing are so manly! ^^

Now that I'm back to my workstation, development on freyja can continue. I need to find a salary job just to avoid going all over the place. I'm going to be implementing a new thread pool, vertex array, and finishing up the animator for non-skeletal animation this week. I might also add in a sky generator to prototype for kuzu. Big Mongoose's Fishing Tourney and Pizza Bake Off 2008! Oh hell no, but with a name like that EA would love to publish it I'm sure. ^^

Monday, September 17, 2007

freyja 0.9.5.16

I wasn't able to work on my CELL project Sunday, so I tossed that time into doing some extra features and bugfixes for freyja. In fact by the time I was done I cleared out every bug in the 'on deck' queue except for the Lineage II import from pak bug. Well kids, it is first in first out. This also means it's now at the top of the list.

There will be Windows and Linux i386 packages tomorrow, and I'll likely make new Linux PPC64 and AMD64 packages as well. The screenshot to the right shows users now have a way to reset all editor colors with a single button now, so I don't want to see anymore black screens in the forums. Little things like that can be a big deal to some, since it was the #1 'bugfix' request in the entire project. ^^

Most of the features enhance the user experience in some form or another, however they're quiet subtle. The obsolete flat file formats for freyja model and material got new filedialog and recent files usage for example. The more important issue was the roadmap has been updated. Read the ChangeLog and TODO for details.

The march to 'modular freyja' continues as more subsystems are refactored and new designs are implemented. One of my favorites is the freyja UI will be completely replaced by a new set of libraries and scripts by the freyja 0.9.6 release. Coming up for the 0.9.5.17 release:
  • All new native freyja file format, which is zipped XML a la COLLADA.
  • New camera system.
  • Optimizations to Mesh for improved memory usage.
  • True edge based editing. ( No more marking vertex pairs. )
  • The new Metadata design gets additional major functionality.