Obelisk version 1.1.1 notes
What started out as a minor bugfix ended up having some new features, so here’s v 1.1.1, the version I’m turning in for winter quarter. It’s got:
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What started out as a minor bugfix ended up having some new features, so here’s v 1.1.1, the version I’m turning in for winter quarter. It’s got:
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Turning in the first version of Obelisk! This version adds:
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More ➜To understand the history of the Web and the role of its users, it is important to acknowledge that people who built their homes, houses, cottages, places, realms, crypts, lairs, worlds, dimensions [Fig. […] Link by Olia Lialina
After problems with an export bug in Glycon3d (that the developer says will be resolved in the upcoming version) and some problems with rendering, I was able to make a standard clip of the first portion of the piece, which is added to the videos section of the progress page.
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I fed a few texts on different subjects into my python markov chaining script. I generated a few hundred lines at a time and then I pick through them, adjusting them and putting them in sequence that makes sense to me. I like to write this way because it feels more like gardening than writing, because it feels like I am writing with a partner, because I cannot speak for the dead or speak with authority, but I can do this- hold a seance.
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I spent some time today playing with glycon3d animation in cinema4d (I’m relatively new to both). It’s an impressive piece of software that allows a vr headset and your hands or controllers to record mocap animation information and export it as an fbx of a mixamo-like skeleton. I’m still trying to use the animation fbx though. The skeleton it exports uses standard mixamo joint names, so I thought maybe I could use a retarget tag to add the animation information to my existing mixamo-rigged model, like so. but a simple retarget ended up doing this, which looks like a skin glitch.
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