Latest videos by skeelogy

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Pseudo Chain Simulation Pseudo Chain Simulation
Posted by: skeelogy

Video duration: 32 seconds

http://cg.skeelogy.c om/projects-chain.ph p
A fake chain simulation written using Microsoft XNA 3.0. It is meant to mimic a rigid body simulation by using a simpler and cheaper alternative: a soft body simulator. Length constraints are used to maintain the distances between the chain segments, which makes the whole chain look like it is undergoing some kind of collision handling.

Related: chain, simulation

Muskeelar Muskeelar
Posted by: skeelogy

Video duration: 85 seconds

http://cg.skeelogy.c om/projects-muskeela r.php
Video showing the features of Muskeelar, my muscle system for games. Implemented as Maya plugin and visualized in OGRE.

Related: for, games, muscle, muskeelar, system

A.I. Fighter A.I. Fighter
Posted by: skeelogy

Video duration: 401 seconds

http://cg.skeelogy.c om/projects-aifighte r.php
A.I. Fighter is a 3D beat-'em-up style fighting game in which the player will control a fighter using the keyboard and engage the computer's fighter over a short duration. It is created for us to test out training of computer A.I. using Neural Networks.

Related: a.i., artificial, combos, fighting, finite, fsm, games, intelligence, machine, networks, neural, state

Skeel\ Skeel's Rigging Demo Reel
Posted by: skeelogy

Video duration: 216 seconds

http://cg.skeelogy.c om/demoreels-rigging .php
This demo reel showcases the character rigging, simulation and rig-related programming works that I have done over the past few years.

Related: demo, reel, rigging, skeel

Cloth Simulation Cloth Simulation
Posted by: skeelogy

Video duration: 50 seconds

http://cg.skeelogy.c om/projects-cloth.ph p
A simple cloth simulation written using Microsoft XNA 3.0. This uses a series of springs (structural, shear and bend springs) and constraints. The two top corners of the cloth is pinned using a point constraint and can be controlled by the user.

Related: cloth, constraints, length, point, simulation

Face Image Relighting Using A Morphable Model Face Image Relighting Using A Morphable Model
Posted by: skeelogy

Video duration: 162 seconds

http://cg.skeelogy.c om/projects-face-rel ight.php
In this project, we are trying to relight a face in a 2D image, given only a single image. The 3D face model is obtained first by using a morphable model. The matching/optimizatio n then starts to find the best weights for the morphing. Finally, we relight the synthesized 3D model and composite it back onto the 2d image to obtain the results.

Related: alpha, blend, change, face, image, lighting, model, morphable, relighting

Skeel\ Skeel's Game Physics Demo Reel
Posted by: skeelogy

Video duration: 169 seconds

http://cg.skeelogy.c om/demoreels-game-ph ysics.php
This demo reel showcases the implementations done for character physics, fluid physics and soft body physics. There is also a section on collision handling between different types of objects. Most of them are implemented using Microsoft XNA 2.0, with some done using OGRE.

Related: demo, game, physics, reel

Butterfly Lovers Butterfly Lovers
Posted by: skeelogy

Video duration: 82 seconds

http://cg.skeelogy.c om/projects-butterfl y-lovers.php
This is the intro and ending for a wedding video, done in 3dsmax. A butterfly goes on a search for its life partner and comes back with its loved one.
Note that the main wedding video has been replaced by the words "Main Wedding Video" in the middle of the clip.

Related: 3dsmax, animation, butterfly, lovers, weddding

Biped Rig Biped Rig
Posted by: skeelogy

Video duration: 87 seconds

http://cg.skeelogy.c om/gallery-rigs.php# biped
A video that shows some of the features of a biped rig that I have created.

Related: biped, rig

Smoothed Particle Hydrodynamics 2 Smoothed Particle Hydrodynamics 2
Posted by: skeelogy

Video duration: 97 seconds

http://cg.skeelogy.c om/projects-SPH2.php
Modified the usual Smoothed Particle Hydrodynamics (SPH) fluid simulation method for easier implementation, better performance and more control. Done using Microsoft XNA 2.0.

Related: fluid, hydrodynamics, particle, simulation, smoothed, sph

Pre-visualization of Hunter Hunted Pre-visualization of Hunter Hunted
Posted by: skeelogy

Video duration: 76 seconds

http://cg.skeelogy.c om/projects-hunter-h unted.php#storyboard
This is the pre-visualization that I have done for the effects video Hunter Hunted (http://www.youtube. com/watch?v=Jw4DhBV6 4_Q)

Related: pre-visualization, pre-viz

Pressurized Soft Body With Local Deformation Pressurized Soft Body With Local Deformation
Posted by: skeelogy

Video duration: 66 seconds

http://cg.skeelogy.c om/projects-PSB.php< br /> A pressurized soft body model is used to create the nice wobbly effect of this balloon. A gas is pumped into the balloon to maintain its shape and volume. Surface springs are used to created surface tension. Local deformation is achieved by adjusting the rest lengths of the surface springs. Done using Microsoft XNA 2.0.

Related: balloon, body, deformation, local, physics, pressurized, simulation, soft, springs, surface

Muskeelar: With and Without Dynamics Muskeelar: With and Without Dynamics
Posted by: skeelogy

Video duration: 47 seconds

http://cg.skeelogy.c om/projects-muskeela r.php
This video shows my muscle system Muskeelar in action in OGRE. It compares a fighter character in motion, with and without muscle dynamics.

Related: dynamics, jiggle, muscle, ogre, simulation

Floor Destruction Floor Destruction
Posted by: skeelogy

Video duration: 6 seconds

http://cg.skeelogy.c om/gallery-effects-s imulations.php#effec ts
This is a rigid body test scene where I try to simulate how the floor will behave when a destructive force emerges from the back.

Related: body, destruct, floor, rigid, simulation

Multi Object Type Interaction Multi Object Type Interaction
Posted by: skeelogy

Video duration: 67 seconds

http://cg.skeelogy.c om/projects-multi-ob ject-type-collision. php
Created a system where different types of objects (e.g. cloth, skin, fats, fluid) can interact with one another seamlessly. Implemented using Microsoft XNA 2.0.

Related: collision
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