Difference between revisions of "User:Tomos Halsey"
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My inspiration to do all this and work this hard is from one of my scripting teachers and mr Nexii Malthus. | My inspiration to do all this and work this hard is from one of my scripting teachers and mr Nexii Malthus. | ||
Medium-time Resident of | Medium-time Resident of 6 something years. | ||
14 years of modeling experience in real world video games (mesh/voxel). | |||
10 years of programming experience in a variety of languages. | |||
= Projects = | = Projects = | ||
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A 4 legged custom physics engine driven spider mechanoid that uses Inverse Kinematics to move. | A 4 legged custom physics engine driven spider mechanoid that uses Inverse Kinematics to move. | ||
It has a working repel line for hanging over structures and terrain adaptation algorithms to adjust its surface to work upside down and any direction. | It has a working repel line for hanging over structures and terrain adaptation algorithms to adjust its surface to work upside down and any direction. | ||
https://www.youtube.com/watch?v=hX-iXFmRQGA | |||
=== Quadruped Wolf Mech === | === Quadruped Wolf Mech === | ||
A 4 legged procedural mech walker vehicle that can sprint full speed, has weight shifting on turns and movement, and has terrain adaptation legs. | A 4 legged procedural mech walker vehicle that can sprint full speed, has weight shifting on turns and movement, and has terrain adaptation legs. | ||
=== B-Spline Tail/Tentacle System === | === B-Spline Tail/Tentacle System === | ||
A B-Spline driven system that allows bending and moving multiple prims next to one another using low number vector points for tails and tentacle like objects. | A B-Spline driven system that allows bending and moving multiple prims next to one another using low number vector points for tails and tentacle like objects. | ||
== Future == | |||
=== B-Spline Tank Track System === | === B-Spline Tank Track System === | ||
A B-Spline driven system that allows bending many prims near one another in a B-Spline loop using terrain normal raycasting to generate knott vectors for a tank track to follow. | A B-Spline driven system that allows bending many prims near one another in a B-Spline loop using terrain normal raycasting to generate knott vectors for a tank track to follow. | ||
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== LSL == | == LSL == | ||
A few contributions and cleanups in areas of the wiki. Most of my contributions are found under the examples page. | A few contributions and cleanups in areas of the wiki. Most of my contributions are found under the examples page. | ||
:[[InverseKinematics3D|Inverse Kinematics]] | :[[InverseKinematics3D|Inverse Kinematics 3D]] | ||
:[[InverseKinematics2D|Inverse Kinematics 2D]] | |||
:[[URIGenerator|URI Generation]] | :[[URIGenerator|URI Generation]] | ||
:[[Json_multi_sit_array|Using Json Arrays]] | :[[Json_multi_sit_array|Using Json Arrays]] | ||
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Two GREAT examples of how NOT to model clothing. Top is quads however it has way to high of a polycount. Bottom is just plain stupid you should NEVER use irregular tessellated mesh for anything anywhere expect cloth simulation. | Two GREAT examples of how NOT to model clothing. Top is quads however it has way to high of a polycount. Bottom is just plain stupid you should NEVER use irregular tessellated mesh for anything anywhere expect cloth simulation. | ||
[http://i.imgur.com/uGtBfuI.png Bad Mesh Clothing Example] | [http://i.imgur.com/uGtBfuI.png Bad Mesh Clothing Example] | ||
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My little userpage shortcut to the [[LSL Portal]]. | My little userpage shortcut to the [[LSL Portal]]. | ||
Another great link to Viewer Namespaces [[Viewer URI Name Space]] | |||
Array Support through JSON | Array Support through JSON | ||
[[Json usage in LSL]] | |||
Built-in animations | Built-in animations | ||
[[Internal Animations]] | |||
Mesh Land Impact Algorithm | Mesh Land Impact Algorithm | ||
[[Mesh/Download Weight]] | |||
Car Physics Paper | Car Physics Paper | ||
http://www.asawicki.info/Mirror/Car%20Physics%20for%20Games/Car%20Physics%20for%20Games.html | http://www.asawicki.info/Mirror/Car%20Physics%20for%20Games/Car%20Physics%20for%20Games.html | ||
== LSL Editing == | |||
SublimeText Syntax Highlighting | |||
https://github.com/To-mos/sublime-lsl-syntax |
Latest revision as of 16:11, 4 January 2016
Intro
Skills: Programming, Scripting, Building, Sculpting, Mesh modeling, Material mapping, UV mapping, "Seamless" Texturing, User interface design(HUDs), Animation, and Architecture.
I guess you could say I'm an ace of all SL trades.
My skill set came from video game design on indie titles for the PC and Xbox 360.
I try my hardest to extend sl's possibilities by bringing real world integration and standards to the sl scripting database and teaching math at a practical standpoint.
Our Gearwolf company basically invented a box factory that creates the boxes people think inside of, that's how far outside the box we love to think. Due to this standard it takes projects much longer to be completed.
My inspiration to do all this and work this hard is from one of my scripting teachers and mr Nexii Malthus.
Medium-time Resident of 6 something years.
14 years of modeling experience in real world video games (mesh/voxel).
10 years of programming experience in a variety of languages.
Projects
Current
Steve the spider :3
A 4 legged custom physics engine driven spider mechanoid that uses Inverse Kinematics to move. It has a working repel line for hanging over structures and terrain adaptation algorithms to adjust its surface to work upside down and any direction. https://www.youtube.com/watch?v=hX-iXFmRQGA
Quadruped Wolf Mech
A 4 legged procedural mech walker vehicle that can sprint full speed, has weight shifting on turns and movement, and has terrain adaptation legs.
B-Spline Tail/Tentacle System
A B-Spline driven system that allows bending and moving multiple prims next to one another using low number vector points for tails and tentacle like objects.
Future
B-Spline Tank Track System
A B-Spline driven system that allows bending many prims near one another in a B-Spline loop using terrain normal raycasting to generate knott vectors for a tank track to follow.
LSL
A few contributions and cleanups in areas of the wiki. Most of my contributions are found under the examples page.
some additions to Nexii's interpolation library
Mesh you're doing it WRONG...watch this PLEASE
http://www.youtube.com/watch?v=RVpXK76N2mM&list=UUiS49aJq753zYP5FyRfc2Dw
NOTE: To you stupid mesh clothing designers that make irregular tessellated clothing
Regular quad tessellation - for rigged clothing
Irregular triangle tessellation - for cloth simulation
Two GREAT examples of how NOT to model clothing. Top is quads however it has way to high of a polycount. Bottom is just plain stupid you should NEVER use irregular tessellated mesh for anything anywhere expect cloth simulation.
Other tidbits
My little userpage shortcut to the LSL Portal. Another great link to Viewer Namespaces Viewer URI Name Space
Array Support through JSON Json usage in LSL
Built-in animations Internal Animations
Mesh Land Impact Algorithm Mesh/Download Weight
Car Physics Paper http://www.asawicki.info/Mirror/Car%20Physics%20for%20Games/Car%20Physics%20for%20Games.html
LSL Editing
SublimeText Syntax Highlighting https://github.com/To-mos/sublime-lsl-syntax